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(+1)

I got a worse highest rating, but better overall since the last time I tried.

I'll preload the good things.

It's a BadPiggy game. The style, both gameplay and art is consistent with your previous games, and as expected, is good. Instantly recognizable.

I like that you managed to put in some storytelling in the background, with the newspaper clippings. Makes the game feel more whole.

Game game is very juicy and satisfying to play. The visual and audio feedback is all there, and all good.

The camera work during the takedowns is absolutely superb.

Some tiny nitpicks now.

The tutorial UI could have used some love. Some effect/audio/flash/scale when you advance the tutorial would have been nice.

The music is nice and fitting, but some more consistent and general ambient sounds would have been welcome.

And the bigger ones, or my personal "gripes"

Perfect dodging doesn't feel well telegraphed. I know there's the shadow and the slowdown, but I still don't feel/notice it, most of the time. Timing the dodge is also weird, I can't consistently pull it off, and I can't remember if I should dodge a bit before the inner circle hits the outline, or exactly when it hits the outline. Also couldn't tell if I get I frames or not, but if I do, it's for a very short amount of time.

On the topic of bosses, It's good. The one pattern per phase gets unsatisfying pretty fast though. I know exactly what's coming, and what to react to it, which is OK, but I need to repeat that at least 3-5 times. Either more phases, or 2-3 attack patterns per phase would solve this, I think.

The exchange mechanic is good, but It only needs to be used for breaking block, or choosing your flavor of special move. You mostly use the blue guy, and get actively punished for using the purple guy.

All in all, it's a good game, and I had fun playing it!

Would be interesting to see what Wayside Brawl 2 brings, now that the dream team is reunited :)

(1 edit) (+1)

Ayo. Thanks for playing and for the feedback lol

Admittedly yeah, the tutorial UI definitely could've had some more flair to it.

And unfortunately yes, I should've explained how perfect dodges work a little better lol

Basically you need to dodge when the attack circle is almost complete. And no, you don't have i-frames on dodging. I felt that it would cause people to dodge into attacks rather than away from them, which is what I wanted

Apologies for the boss patterns being mostly the same lol. I felt that if I mixed them up too much then it might lead to the game being more frustrating than it currently would be for some.

And yeah, the exchange mechanic could've had a little more to it as well, though I felt that keeping it as simple as it currently is would ensure that players atleast understand how to use it quickly

But either way, thank you for playing and for the feedback :)

(+1)

Well, I do eagerly await when you polish this up to be a Def Jam : Fight for NY meets Godhand, with the BadPiggy signature art style :)