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Renkage

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A member registered Jul 30, 2020

Recent community posts

(3 edits)

I thought about that as well, and no. As I said, burst is the nuclear option, it would be able to be used during lockout or even when counter broken, there's also much less guess work for burst (will he attack or will they block versus will they do 1 of X moves or will they counter break), so there is always a reason to burst, at the cost of meter of course. Besides, DI arguably works as a combo breaker as well (combos can just fail because of DI) so there is already 2 combo breakers in game as is. That being said, if this were to be added burst meter gain MIGHT need to get nerfed.


The purpose of this is something to replace DI, if that means 2 direct combo breakers rather than one combo breaker and a pseudo combo breaker that makes combos feel weird (unless your on the ground), I personally would prefer the former.


EDIT: Or, yeah, remove burst. Would be a big change, but that too is an option.

(1 edit)

This has been something I've been thinking about for awhile, but first let me preface this with me saying that something like DI is important; which is to say a mechanic that gives the defender something to think about while being combo'd and keeps them more engaged. I've seen some people say that you're supposed to sit there and take the punishment like most other fighting games... But that's the issue, this isn't like most other fighting games, combos can take a loooooong time to finish depending on who you're fighting against, and having NOTHING to do during that long period of time sucks. So yes, something like DI is important. But what else could replace DI while still allowing combos to be fun and engaging?


Simple, Killer Instincts' combo breaker system. It doesn't make what would normally be a sick combo fail to work, nor does it feel like the defender has nothing to think about during being combo'd. It would work like this: Attacker hits defender, defender gets a Combo Breaker button, while attacker gains a Counter Breaker button (possibly located where the DI wheel would normally be). The defender can look at all of the attacker's moves and decide which one to break by looking at the move and hitting the combo breaker button. If right, the combo is broken by both players getting hit with equal amounts of hitstun, thus returning to neutral (maybe add I-frames to avoid wizard shenanigans). If wrong, they are locked out from combo breaking for a short time, thus allowing for more freedom in the attacker's combo. Or, if the attacker thinks the defender will try to break, they can do a counter breaker, stunning the defender with a lengthy amount of hitstun alongside possibly some other effects (reset air options, reset knock back, reset damage scaling, etc).


The end result is the same effect that DI serves, which is a defensive option besides the nuclear option that is the burst; but without making combos feel strange. I would mod it in, but I know absolutely nothing about modding games, and I don't even know if something like that is possible, but hey, someone modded in wall bounce, so who knows.

True, but 5 seconds honestly isn't enough time, which makes sense seeing as how it's supposed to be a punishment. I guess in the end I'm talking about a way to set the sudden death time limit, which would allow for a "Hyper Mode" to exist.

After hearing a few people hesitate to try this game out because of it potentially being too slow, it gave me a thought. What if there was a "hyper mode" of sorts? Get rid of the overall time limit and just limit the player's time to act to 10 seconds, or maybe less (customizable maybe?) Not asking for this to be the norm, but it could be a fun alternative for those people that can still do cool stuff, but aren't going to have to wait 20 minutes for the other player to make their move.

I feel like, on top of that mode, a tag mode (when they have enough characters to support it) would be sick too. Just makes sense because of the heavy fighting game inspiration.

It's been confirmed that the next character is a robot with inspiration from sentinel and potemkin, using super armor to power through moves.