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That 'limit break' video was goofy, silly, funny, and amazing ^_^

That said though, I'm not certain if they would add a great deal to your game at this point in time.  Maybe consider them a 'stretch goal' post-release once you've established the baseline game mechanics and have a completed story experience.

Don't get me wrong, I want those goofy silly fun limit breaks in the game but at the same time their presence in a turn-based Japanese-created RPG versus a real-time action system means that some things should be adapted to the current environment.  In other words, do consider cool 'special moves' type of stuff from other real-time game series like Zelda, Metroid, Secret of Mana, etc.  In fact out of all those the SoM comparisons might be the most beneficial to consider.

Once your demo is updated, do consider a crowdfunding campaign to fund the rest of the game and get some better art/animations in place so those 'epic' limit breaks truely do justice to the greats of old :)

(+1)

Yeah I think it is very important that these moves are over the top. You really need to feel the power behind it. That being said, the current ability that I do show I agree can be a bit better animated and look better. Think of it as a placeholder for now, as I keep evaluating whether or not to keep it in the final build. The limit breaks however will be available to you guys when the updated demo comes out.

Thank you very much for the kind response.  I greatly appreciate it ^_^
Placeholder stuff is ok; the game is still in development and all that.
That said, maybe consider an easter egg mode of sorts with 'silly/goofy' versions of the limit breaks or 'blooper' breaks (TM) just for the lulz ;)