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(+1)

- I played with a friend.

As intended! I always like to see the the screenshare streaming of gameplay if anyone likes, but I'm not sure if You would like to be bothered with this.

- The game is a lot slower than what I'm used to and I think it could benefit from being faster overall.

The game tempo is intentional, it is slower than Guilty Gear but faster than Mortal Kombat. I feel the tempo is good enough but looks like the most players are "used to" play BlazBlue and Guilty Gear much more.

- the buffer carries an input too long (bug?).

An intention. Any button You press after landing a hit will queue the next move to be executed as soon as possible, whether as a cancel or after full recovery. With this, you will be 100% sure the character will do what You have pressed, but in contrary, mashing the buttons will lead to spontaneous using of an undesired move.

- There's also a pretty long delay upon an empty landing

Landing is just an animation, You can act immediately during it - moving, crouching, blocking and attack. You can't immediately jump again, cooldown is 12 frames. It is needed to do not make a jump-blocking state permanent.

- more low attacks and an option to quick get up would help a lot.

Character-specific. Reimu has not many low attacks. [2M], [4M], charged [2S] and [jS] after the orb started to roll forward are Low attacks. But her combo potential is much higher if You know how to connect Your moves properly for best results. All her Knockdowns are hard, so it is not possible to get up fast, but by default, You will get up immediately (obviously fast). Character is invulnerable while getting up, except to Super and Ultra attacks, which optionally can be used for extra damage in this case.

- As far as ex and super meter go we haven't been able to find much reason to use the super attack. The ex is very nice and serves many purposes.

Yeah, Reimu's Super is not good enough. Projectiles may miss too often. I think I will add +50 more damage to the Super to cumpensate it. By the way, did you use a basic EX only, or Exhausting Strike (a knock with Wall-Bounce) was useful too?

Balance: Not much to say since there's only 1 character.

Yes, but regards the balance, it was great to listen a critique about too high damage of rising Yin-Yang Saw, or that Creeping Saw was Low attack earlier and it led to unblockable setups with Miko Dive (overhead+Low at the same frame). I hear You say the Super is no match in usability in comparison with EX, so i will care to rebalance it.

- I like the music!

Music is the best. We hired a real professional composer who did commissions and arranged all tracks for us. You can listen all tracks at YT in this Playlist and also help funding the next track at our analog of Patreon if You like. Of course You don't owe to!

- Would really like to play with the other characters when they're available!

Keeping Up the Great Work! Next demo will be at IMG Jam 32, enough time to finish at least one more character. Stay tuned! And Thank You for the best Feedback so far! ^ш^

(+1)

Well it seems like everything else makes sense!

-Exhausting Strike (a knock with Wall-Bounce) was useful too?

That's the one we used the most. Both as an srk and to start+continue combos. The other ex's I didn't use much.

A lot of stuff to look forward too and I feel the real potential will be revealed once there are multiple characters to play!