Hitboxes and Hurtboxes feel as if they were made to be accurate to Model, which isn't actually good on a gameplay experience, you generally want a box around the main portion of the character for a hitbox, and Hurtboxes are effectively the same shtick, a general area of the enemy or player to get hit by. How it is now, it feels unfair as when I throw a kick, it misses the enemy, because they're in my main body??? I thought the leg would hit, but it's been a miss, several times for different attacks, it makes it feel... clunky to say the least, and sadly so does the act of moving and attacking, specifically dashing and how attacks end. Dashing being a double tap is intuitive in concept, but it leaves you stopping to press a button twice in order to commit to the dash, and attacks other than having a small hurtbox against enemies, also seem to have a little too much in the way of ending lag like, about 1/4 a second, which considering that's 250 milliseconds and in platform fighting games that run in 60FPS, it's essentially saying it feels like a faster move from a character that feels HEAVY (That is if you don't jump, which jump cancelling being a thing is funny, the controls have their own problems, but that could be fixed if given the opportunity to change em)
Essentially, Player attack hurtboxes feel small, and player Hitboxes feel big, Attacking normally feels slow and dashing feels like it has a stutter. This makes the game feel difficult in an unintentional way, this post is not to dissuade the devs, but to help understand at least one player's experience with what they think could be worked on. If I were to suggest References, Platform Fighters are a pretty good thing to look at for frame data and hitboxes related to player control experience. for the most part, you honestly did pretty good!
Hello, thanks you for taking your time in writing an extensive review. We will see how to fix the problem with the hitboxes aside from some other bugs we discovered.
Hitboxes and hurtboxes are actually separate entities from the player's sprite, maybe we could calibrate them better for a smoother experience. We will see what we can do once we gathered enough information.
You say attacks have a long recovery? Maybe we could make them interrupt-able after the active frames finish.
I did not understood very well what is the problem with the dash. Is the touble tap too tight of a window? We will see how to implement a jump cancel for the dash, maybe we will have it done for next build.
Which platformer fighters do you recommend us? Our main reference was "Ninja Warriors Once Again", it is the only fully 2D brawler we know! We will be glad to try the ones you think we should check.
And again, thanks you for taking time out of your day to try to help us see our mistakes.
I do know Hit and Hurt are separate from the player model, what I mean is that it feels as though you made them to conform a bit closely to the model, which can be an issue for combat
What I meant for dashing is that double tapping directional keys can feel mechanically like lag, as the physical action requires you to let go of the direction you're going, to press it again, it feels like it's reasonably intuitive to do so, but in practice tends to have its issues
Checking out the game you referenced, it's actually a pretty good reference, however I do still recommend checking out other games to get an idea for what they're doing when it comes to frame data. Smash Bros tends to be a pretty good resource as it's a community that loves to look at what their characters can do but Rivals of Aether has a large modding community that has lots of custom characters, however if I'm to link anything, it would be a Game Dev who tends to work with inspiring game developers. I know my recommendations have strayed more toward platform fighting games; however, I do not believe you should model it off of those, just that I think they make a good example for attack and endlag specifically
I hope you have a good day