What's on your mind? Might be worth adding, please share.
An overpowered platform fighter with destructible terrain and a procedurally generated jazz soundtrack. · By
Hi,
So, I was thinking that blocking could perhaps be more obvious that you are, well, you know, blocking! everything else is very obvious - jump, fire stuff, attack.
Block might be more obvious if you literally put up some kind of graphical shield wall as well as animated into the block position. Just a thought.
I know you are targeting for switch and controllers mainly, but as far as keyboard is concerned it is difficult/ not intuitive to use skills with direction especially for doing it to the right with "D" and using "F" and "E". If I could suggest just having it use the direction facing or the last input direction. Obviously this is your design choice.
J/K/L are alternate bidnings for each of the abilities. I've had a lot of trouble with key limits and missing inputs on keyboards to put too much work into it. I seriously lost an entire afternoon thinking I had a controls bug only to find out it was a hardware deficiency in my keyboard. I'm certainly not against adding some sort of system like that for keyboard players in the future though.
I've also noticed that the fireballs seem kind of... irrelevant? The kamehamea blast charges really quickly and does much more and is accurate, making fireballs kind of obsolete.
Also, making the opponent fly away when you do a non-charged aerial attack is a bit unsatisfying IMO, I'd love to be able to do cool midair attack rushes before they get hit away.
Fireballs, as said above, are less awesome than they in my opinion deserve. I think, while REALLY cool, the arc they take is too pronounced, and hence, un predictable, this makes using them.... not... well just not as good as taking the short time to charge a hue blast attack instead.
Perhaps if somehow, they were a very fast, ranged attack option, it might offset this?
the megablast attack is EXCELLENT and feels great, so I would personally disagree with changing that to make the fireballs more useful.
As I said, I feel a really fast projectile, in a very predictable direction would make these much more useful. Perhaps the cool arcs could be represented only graphically, to keep that cool factor the fireballs currently have?
A couple suggestions based on my experiences with what worked well in other fighting games:
- Some sort of acceleration / sensitivity minimum for joystick movement? Going from 0 to full speed feels weird, especially when full speed is so much faster than 0, and it's really hard to aim projectiles when aiming also makes your character move
- On the subject of aiming projectiles, perhaps something to make that a bit easier? I don't understand coding very well, but one way to do this might be to project a cone out from where the joystick is and snap on to the player within that cone closest to the center line. Currently, the only way to hit someone far away is to spam projectiles, which makes far too many noises
- As balancing goes, the heavy version of the dash feels far too powerful. Moving about half the distance you do at the moment would feel better, in my opinion. Might also want something to help aim here.
Overall, this is a fantastic concept and I'm excited to see where it goes.
I wanna do a combo without the problem of my opponent flying off.
I know it's a platform fighter, but still, I want something that could extend combos, like types of strikes.
Like Light-Med- Heavy- Special.
The SP strike would be an attack that would slow down the opponent during the time they are stunned.
The SP Blast would be some kind of shockwave that would be a combo starter...