Interesting battle simulator. I see its potential, so with an interest in seeing it improve, I’ve got a list of bug reports and suggestions to spitball at you based on my findings so far:
Bugs
Suggestions (I'll add more to this list if any come to mind)
1. Probably the most important one: the game needs to display selected fighters (at least their names) during fighter selection.
2. Mismatch Fix 1: Nuke’s weapon needs to do 1 point of damage on hit; not having this allows it to always win against opponents like Shield and Brass Knuckles who rely on taking hits to get stronger.
3. Mismatch Fix 2: Rock Guitar’s notes need to be able to pass through Wrench’s turrets (currently they disappear when hitting the turrets, making it impossible for Rock Guitar to fight back)
4. Changes to Screwdriver: hitting the opponent or their weapon X amount of times resets opponent’s stats to their starting level (giving Screwdriver its own unique playstyle as opposed to being an Ice Sword clone)
5. Changes to Hammer: max. spin/damage increases the longer the hammer avoids the opponent, and decreases each time the hammer hits the opponent (as opposed to having to build up momentum and max. spin/damage separately)
6. Changes to Shuriken: shuriken only disappear when they reach their bounce limit (currently they also disappear once they hit the opponent), shuriken bounce off opponent’s weapons
7. Changes to Shield: No weapon growth, weapon size stays at 2.0 (Shield does NOT need the weapon size increase effect, finding just the right size for its shield works well enough)
8. Changes to Bow: arrows go through opponent’s weapon, like all of the other ranged units’ attacks (of all the ranged fighters, Bow doesn’t need to be hindered like this, considering it’s nowhere near the strongest of them)
9. Changes to Katana V2: air slashes only do 1 damage (damage buff doesn’t need to apply to them; its ability to increase its rate of air slashes already does enough to make that attack stronger)
10: Changes To Camera: reduce duration of flash by at least half a second, or reduce scaling of flash damage by 0.5/hit