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Thanks! That's some good feedback. I did have a wakeup animation at one point but I thought it felt a bit weird. I'll see if I can come up with something else because I think you're right, it's hard to know what the timing even is at the moment.

That's interesting about the super inputs. Do you think they're harder to than in other games? And are you having issues with other special moves or just the supers? I'll try to find a way to make them more forgiving.

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thanks! i imagine that if you played it a lot, you would get a feel for the wakeup timing, so thats probably just me. its just a problem with timing my meaty or my throw tech when im waking up. speaking of, a few frames of wakeup throw protection wouldn't go amiss, but maybe it already exists and i just havent noticed, or maybe this is just a matter of personal preference. the super inputs themselves arent harder, but the interpreter seems slightly weird - im not sure, i just find the 632146 and 236236 motions inconsistent in real matches. thanks for your work though, and your willingness to improve the game, i know some devs who couldn't care less lmao

oh also i got an pretty funny bug where the other player (a cpu) was rotated 90 degrees in the round start animation, and then was stuck in the floor as shown. they were still doing a bunch of actions except lower down, and they were still fully interactable but didnt move and took no knockback so idk lol