Fighting games systems are ambitious and I'm excited to see how this turns out! I think directional special move inputs is a good idea, makes the special moves nice and straightforward. Looking at your known bugs & the demo's writeup you know what needs to be implemented, so I'm looking forward to when all those features get added. I was hoping I could plug in my cheatbox and use that instead of keyboard but oh well, maybe in a future build ;)
I've included a video of my playthrough, I hope it helps. I didn't read through the known bugs before recording, so just ignore me please.
This has some pretty cool ideas. It feels great to play with all hits feeling meaty and the camera effects, which certainly look like the ones from Guilty Gear. The leveling system is intriguing, I thought that was cool, though right now there's no way to raise it outside of the debug system, would be interesting to see how this could be integrated in a full game. One thing that I would also hope to see in future demos would be defensive stuff, blocking, maybe burst etc.
But yeah, really cool prototype!I think you really got the feel down pretty good already, looking forward to see where this goes.
Thank you for playing! I'm really glad to hear that you like how the combat and effects feel.
The reason there are no defensive mechanics yet is because I haven't decided whether I want to have blocking or dodging in the game, or both. I will most definitely have a burst mechanic, though. If I implement dodging I will probably also add a stamina gauge, or a guard gauge if I go with blocking. It's gonna be a 2D action game/roguelike so experience will be earned by defeating enemies. I'm also thinking of adding items that can be found in chests or purchased from a shop at the start and other certain points of a run, with the currency carrying over between playthroughs. Originally I also wanted special moves to be upgraded through leveling, but it would've been way too much work to have 3+ variations of every special move and It would've limited how many moves a character could have. So I opted for upgradeable stats, gauges, and mobility.
Thank you for the feedback! I usually add sound effects and music at the very end of development, since I usually buy sound packs and commission music.
Comments
Fighting games systems are ambitious and I'm excited to see how this turns out! I think directional special move inputs is a good idea, makes the special moves nice and straightforward. Looking at your known bugs & the demo's writeup you know what needs to be implemented, so I'm looking forward to when all those features get added. I was hoping I could plug in my cheatbox and use that instead of keyboard but oh well, maybe in a future build ;)
I've included a video of my playthrough, I hope it helps. I didn't read through the known bugs before recording, so just ignore me please.
Thank you for playing and recording a video !
This has some pretty cool ideas. It feels great to play with all hits feeling meaty and the camera effects, which certainly look like the ones from Guilty Gear. The leveling system is intriguing, I thought that was cool, though right now there's no way to raise it outside of the debug system, would be interesting to see how this could be integrated in a full game. One thing that I would also hope to see in future demos would be defensive stuff, blocking, maybe burst etc.
But yeah, really cool prototype!I think you really got the feel down pretty good already, looking forward to see where this goes.
Thank you for playing! I'm really glad to hear that you like how the combat and effects feel.
The reason there are no defensive mechanics yet is because I haven't decided whether I want to have blocking or dodging in the game, or both.
I will most definitely have a burst mechanic, though. If I implement dodging I will probably also add a stamina gauge, or a guard gauge if I go with blocking.
It's gonna be a 2D action game/roguelike so experience will be earned by defeating enemies.
I'm also thinking of adding items that can be found in chests or purchased from a shop at the start and other certain points of a run, with the currency carrying over between playthroughs.
Originally I also wanted special moves to be upgraded through leveling, but it would've been way too much work to have 3+ variations of every special move and It would've limited how many moves a character could have. So I opted for upgradeable stats, gauges, and mobility.
Needs some sound, but graphics wise and hitbox wise it's very good and the animations mostly matched what I checked. Keep at it.
Thank you for the feedback!
I usually add sound effects and music at the very end of development, since I usually buy sound packs and commission music.