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(+3)(-2)

Ninja main. Overall thoughts after a few games:
Yomi Advantage - Utterly necessary change, Ninja DP was a win-all option in a lot of situations, and you could often force players to waste resources and then punish them for on top of it. The old -1 traps are a lot less effective now, and that's for the best.

I do think maybe having DP gain its invincibility later when you don't have Yomi Advantage would *feel* better while still differentiating it in situations where you don't have YA without discounting the changes made.

Backsway & Backsway attacks - Really love it, but I feel like its missing something to really tie it together. In almost all situations, Palm Strike and DP are unoptimal, leaving sweep as the only relevant tool.
Palm Strike can be used to finish out rounds by bypassing DI and combo scaling, but it is as hard to combo into as it is to combo out of(Not something I think should change, just an observation). Makes it only really useful as a callout or to checkmate people on burst rather than an ender, as ninja has better enders in the same situation.
 
Sticky Bomb - Another necessary change, though I would say that the sticky bomb attack is needlessly finnicky. It seems to be both momentum and timing based, causing it to only be hittable in very specific circumstances instead of being a consistent answer. Currently, you always get it if you can, and if you can't, you just go for damage.

Substitution(I can smell a fellow Naruto fan) - LOVE this. Giving ninja more mobility tools that can be used in interesting ways is always good. Gotta constantly keep track of where all my stuff will be on the screen and how that may be useful in the future. Already had a game where I used my caltrops as both an escape and a pressure tool. Bangup job, 10/10.

Thoughts on the game - More characters would be sick. Cowboy is fundamentally broken in the sense his gameplan is too muddled

Ideas to consider and then promptly throw out - 
Spartan with a shield/spear - Shield Charge that auto guards and has a hitbox, hit/block cancelable. Sweet spot on spear attacks?
Give Cowboy more actions out of Quick Draw stance. At long range he's parry fodder, at close range he's whiff-cancel bait.

(+1)

According to a video where the dev played with someone, the next character is gonna be a Robot. Apparently it's gonna based around super-armour attacks, and likely be the slowest class.

Idk why this had two downvotes, everything said was very apt lmao.