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steambin

6
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3
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A member registered Jul 25, 2020

Recent community posts

fun game

Seems like it could be a fun game, taking what makes Melty and GG cool and mashing them together. One question though, what are the downsides of safeguarding? It seems like it's strictly superior to blocking so why would I not use safeguard all the time? (aside from it occasionally eating inputs which I assume is unintended.)

Thank you, I found the Recoding function. (it's mapped to L3 but that's a non-issue) With the recording function, would it be possible to immediately start recording as soon as you hit an attack button or any other button besides L3? I quite like this little feature in E's laf 2 as it removes the little window in between pressing L3 and your desired buttons. 

With the throws, I think they are working as you intended. It's just that not having a dash buffer makes it a little harder to chase the enemy for Oki after Dahlia's throw as it throws the opponent really far. If the intent is to make it possible to screw up Oki then it's reasonable given the dash momentum that gives quite a bit more Oki pressure than games without but if the intention is not to add an execution barrier for the strong Oki pressure then please consider adding some input buffers after throws.

Anyway thanks for replying and keep up the good work.

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I think training mode could use a few more features namely; frame data, playback recording, reversal actions that the dummy can do.

I like the artstyle and the gameplay that you're going for but I have two questions. Is jump in while blocking too strong? I might be wrong but I don't see anyway to call out jump in blocks as I don't see any air grabs or air unblockable attacks to punish jump in blocks. Is it intentional that we can't combo off of RC outside of the corner? (At least I don't know of any combo off of RC as I'm not very good with finding and making combos)

Also I would prefer it if there was input buffering that allows players to immediately dash after a grab. 

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Yeah, I forgot to consider how some characters benefit more from certain badges than others... 

Anyway, unlike a traditional air dash where the your character travels a fixed distance before you are allowed to attack, air dash break allows characters to attack at any point in the air dash and cause them to fall immediately as soon as they attack. 

I'm not sure if my description is clear enough so here is a video of Novriltataki explaining the airdash break mechanic using footage from the previous GGST beta. 

The above example is only for the forward version from GGST  but Chaos Code allowed it to be used in both directions so it was used a lot in neutral and mixups and I really like it as I think the mechanic is really cool but it's also really strong so don't feel obligated to include it if you think that it'll be too strong.

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Overall nice game but personally, I kind of want badges and helpers to be just a bit more powerful.

Either that or being able to equip more badges in VS mode and not just in the campaign. I think something like hollow knight's charm notch system for the helpers and the badges could be cool, preferably including hollow knight's overcharmed debuff's banes and boons as well. By having limited notches (separated into badge notches and helper notches) and each helper and badge taking up a certain number of notches, you could balance more powerful badges and helpers by giving them high notch costs while making weaker badges and helpers costs less but be balanced by allowing players to equip more badges and/or helpers.

Also with regards to 1 particular badge, the step dash feels kind of useless . Maybe add dash cancel or dash block functionality to it?

Lastly, I just want to see a badge for airdash break. No other game besides chaos code has it ATM to my knowledge and GGST removed it in the recent beta. This is completely a selfish request though.