Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rebop Blasters

An overpowered platform fighter with destructible terrain and a procedurally generated jazz soundtrack. · By dean_sick

Feature requests? Sticky

A topic by dean_sick created Sep 30, 2018 Views: 1,168 Replies: 35
Viewing posts 1 to 16
Developer(+1)

What's on your mind? Might be worth adding, please share.

(+1)

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.

Developer

somehow I forgot about this, I'll look into adding a shield kind of thing tomorrow

Developer

Donezo.

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.

Developer

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.

There is currently no escape option or button that I can find (on the keyboard)

Developer

P should bring up the menu. You should be able to remap it inside of the controls submenu.

It's probably in progress, but a score counter would be slick as heck. Maybe make the boundaries at the edge of the stage a bit more menacing and clearer, I got killed a few times when I didn't think I was close enough to the edge to get offed. 

Developer

both excellent ideas! I'll probably try to have a few match configurations (stock, timed, best-of-n) but in the meantime I can at least add a score counter.

I'll put some work into the ring-out area to make it more clear as well.

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.

Can you maybe add Dual shock controller suport and more soubd samples.



Also want to mention i really love your work 

Developer

thanks a lot! Dual shock should absolutely work, what platform are you playing on? Any special drivers?


Sounds are being worked on, more soon.

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?

Developer

I reigned in the wobble a bit and made them quite a bit faster. I also eliminated hitstop on the thrower of a fireball. I think these changes will make them a lot more useful for harassment.

https://twitter.com/seandick/status/1076931166567948288

ability to change your characters color 

Developer

I forgot to reply to you, but I added that :)

(1 edit)

ability to make custom stages,if you can?

Custom stages as mention above would be cool, but I'd really like to see online multiplayer if thats even feasible. 

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.

This game is super neat, but currently there isn't much variety in terms of attacks
Maybe in the future there could be alternate, select-able attacks such as a big orb instead of a beam, or lightning-bolt esque pillars?
Unsure if this would kill balance, but overall I think it'd be fun

Developer

This is kind of outside of the scope of what I can reasonably build myself. I love literally all of these ideas though.

Love the game! But is there any chance of making the stamina cooldown faster? It can be kinda bothersome to be a sack of potatoes thats just getting bombarded and juggled around without any chance of escaping until well after your enemy is done attacking you. Overall, its still a great game!

Developer

I think I can find time to add that as an option, glad you’re enjoying the game!

Developer

(You can also mash buttons to refill it faster)

can you add custom stages or online multiplayer?

Developer(+1)

online multiplayer no, not without parsec. but there actually is an existing custom stage builder. I’ll need to reenable it, but you essentially have an image for the background, then another image that is loaded as destructible. I’ll poke around and see if it’s easy to re-enable this afternoon.

(1 edit)

ok

Other than Towerfall style items or world progression, I really, really, really would love an alternate sound design option. Or multiple, haha.

Well done on the game though, this is seriously fun to play and I hope it gets a bit more exposure over time.

Developer

Much appreciated! Glad you had some fun with it. Sorry the cacauphony was a bit much, I have things arranged such that sound packs could be a thing.

(+1)

That would be amazing, because the gameplay itself is incredibly fun. I'll set myself a reminder to check back in a while ;) 

Developer

Oh! Also, you can paint your own levels. There are two PNG files in the data directory. The foreground one will be marked as solid and destructible. I think they need to be the same size, but they might not.

I did already play around with that! Smart idea to include the custom background ingame and tell people in writing that they can replace it, haha.

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...

Also, different types of...charaters?

Like one styled like Sol Badguy or something?

Energy dashes too. More damage incoming!