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(2 edits)

Hey Animamundi24 👋,


Note: I didn't have anyone else to play with so my focus was on testing the abilities of the character (the yin yang spike ability character).


How does the game feel? 

As a keyboard user, it took a little while to get used to  it, but once I did, it started feeling pretty good chaining attacks together and moving around the fight area.

I like the character select screen, it brings back memories of playing games like Super Smash Bros.


Balance:

It's been a while since I played these games, but it seems like the frequency in which players get downed by attacks may be a bit too high in certain cases, specifically when using the spinning yin yang spike. (However, I imagine this is, in part, due to playing by myself)



Combat Flow:

As lorporlem mentioned, some of the animation speeds seem a bit slow compared to the fluidity of the dash move, for example, I think making animations faster, might make the combat flow feel a bit better.


In your reply to lorporlem you mentioned: 

"The fighters intended to move slow enough so players will be able to react to each other's moves. "

Which makes sense. I wonder if you could somehow show the initial frames of an attack in a slower manner and then the rest of the animation plays at a faster speed. So you have an anticipation period (so the other player can react), and then the fluid animation period? 


Combat System:

I like the variety of attacks and how you can chain them together. I think a tutorial where you help the player from simpler skills to chaining more complex skills could help with players newer to the genre. (Just a thought).


Other feedback:

Add a way to skip the promo vid while it's playing.



Nice work so far, Animamundi24. Keep it up 👏!

(1 edit)

Yay! Thank You for Playing!

- As a keyboard user, it took a little while to get used to  it, but once I did, it started feeling pretty good

- Yeah, but it could be much easier when using gamepads, tho


- I like the character select screen, it brings back memories of playing games like Super Smash Bros.

- Classic mirroring for right side character. Always hurt to see deformations of asymmetric meshes, lol


- it seems like the frequency in which players get downed by attacks may be a bit too high in certain cases

- Players need to learn the properties of moves. Some moves keeps the target standing, some knocks them down, some launches up, some restands them back to feet. This knowledge will improve Your combo execution, yeah


- I wonder if you could somehow show the initial frames of an attack in a slower manner and then the rest of the animation plays at a faster speed.

- Similar reason. Long recovery of the move is needed so other player will have enough time to punish the attacker for whiff or hitting in block. That is how fighting games works.


- I like the variety of attacks and how you can chain them together. I think a tutorial where you help the player from simpler skills to chaining more complex skills could help

- It has a classic chaining from light to heavy attacks, which are special-cancellable. Basic tutorial is planned, just as specific tutorial to learn a character. But it will be much harder to implement, so only free training is available now.


- Add a way to skip the promo vid while it's playing.

- I'd rather remove it completely, it gains +200Mb to the total weight of the game. But yeah, You're right, I just don't know how to make it skippable by now.


======

And bonus: How to chain the attacks

v0.014.3 is VERY outdated, but idea is the same.


Thank You for Your feedback. Maybe I can make an AI soon, so is will not be needed to find other real player to play with.

Keeping Up the Great Work!