Please, please, PLEASE give us a way to skip the intro! I booted the game on the medium graphics quality and watched the intro, but after I got thrown into the first room, my controller was bugging so I closed it and turned my controller off before trying again. The second time, I set the graphics to low because there was some odd lighting bugs on medium and I had to watch the intro again, then I immediately found the Boat King pipe, but I figured he'd be easier after I learned the controls and got comfortable with them, so I let myself die so I wouldn't have to watch the intro again, BUT IT SENT ME TO THE INTRO ANYWAY! The vibes are fun, and I really wanna see what this game has in store for me, but if I have to watch the intro every time I die or anytime a friend I'm watching play dies, I'm spending too much time watching the intro.
alpacalord
Recent community posts
Veal was harder than Hyper-Jungle for some reason. Huge oversight, you never told the player what you want from them. Even after checking the controls, I was never told what to use my psychic powers on, and I only realized that the little lights on the walls and the fan-vent-things are interactable when I saw the video below my post, and even then you don't clearly tell us what you want from us, because he was jumping at the lights when you can hit them from a whole ass room away. Another problem is that you can agro guys on the floor above you and they'll start running at you so when you find the stairwell there's like, half a floor of dude in the door stopping you from going anywhere and then you die. Also the flashlight doesn't light up shit. No wonder estimated play time was 5 minutes, no one can stand to play any longer than that.
I've battled every character on every bot difficulty, and with some friends who have varying degrees of proficiency in 2d fighters. Totem consistently presents a challenge for newer players with it's extended normal that can eat projectiles and double jump. The toughest problem when fighting TM is approach, Totem wants to lock you down and keep you out of reach, but if you're patient and block correctly you really don't have to worry about most of his kit. Every character is just as good as the others, you just have to find their strengths. I can't imagine how you couldn't find movement in any character other than the one with arguably the least movement potential.
Character selection so far isn't half bad. We've got most archetypes and playstyles represented, with some pretty unique combinations therein. I'd LOVE more characters (the dev is still working on the game, so we're bound to get at least one more) but I wouldn't say it's limited necessarily.
I've finally gotten around to making a Discord server, for anyone interested in joining!
https://discord.gg/MM6x25KT35
pointers for Mad? You can stick to Happy and throw fb's until they try to approach, which will depend more on their level of aggression or blocking abilities. You can swap to Mad once they get about mid-range and approach with dash or short hop aerials. Mad's charge atk is also useful for getting in, especially if you have charge, because you can threaten or feign using the super to try and get them to make a mistake like a preemptive jump you can punish with dash or a short charged attack. I've also used their taunt to fake a swap so my opponents tried to get in a better position for the other stance and catching them off guard. Hope this helps, go kick their butts!
ooo! It's still an odd choice to auto swap you to the next enemy after you beat the previous one only once since they never point out the arrows and if you just beat the previous mob for the first time it's probably because you just got strong enough to beat them so you're more than likely unprepared for the next one, but whatever at least I can actually PLAY the game now, thx
idk if these problems still exist, or if they got nerfed at some point, but TM has a solid counterplay, especially for anyone that has their own fireballs. Yeah, it's a unique projectile that doubles as an antiair, but the arc is set and doesn't cover much horizontally. I think the only projectile that has less range is Orb (don't cite me on that, I could be wrong). TM doesn't get to play with oki too often as long as their opponent knows what they're doing, but they've got a functional Trapper moveset. I wouldn't say they're the strongest or weakest character, but they sure are the biggest knowledge check in the game so far.
Really curious if you (or anyone else) have made a discord server for this game? I've been playing for a bit now and only recently realized there were some motion inputs and something that feels like a hidden gimmick or trait for each character, like Shella having a guard charge mechanic, and Totem having a dair (with armor I think?) and a second jump, but I haven't found any resources that talk about them (sorry if you've mentioned it in some past patch notes or a comment somewhere and I just can't find it) and I think a discord server or something similar could help extend the reach of the game and allow information sharing in a way that would still let the hidden stuff be discovered first hand if that's your intention. You potentially don't even need to worry about adding networking features right away since software like Parsec exists!
As a long time FGC fan who's only recently really decided to try and play them, I greatly enjoy the concepts and all the design choices I've seen implemented so far. I love how each character is representative of most archetypes you see in fighting games, and making them monsters really let's them stand out from the ~2000 anime 2d fighters out there. The simplistic control scheme is great for onboarding people outside of the genre, and the movesets (like the actual buttons you press to do the different attacks) is really helpful in roughly highlighting the importance of each attack to their archetypes. I've been able to use this game consistently to lay a basic groundwork for my friends before explaining the subgenres and differences between them, and the rosters each game has in comparison to this cast.
TL;DR, stellar work so far, I'd love to see a community grow for this game, I think it has the potential to be a phenomenal tutorial on the genre as a whole, with enough hidden depth that it can still be enjoyable for veterans, and I can't wait to see what comes next either for the game or from you as a developer!
Egg on my face edit: found comments talking about the secrets, but I still think a more accessible medium for the community would be beneficial. (If there's no server yet, I would be more than willing to help out, btw)
Shit man... It started so well. I was loving the atmosphere, the shark made me anxious in the best way, great use of tension for what amounts to a walking simulator. Then I made it to land... then the dumbest video game character decided to sleep on the shore, in the sand, for some reason... Then I lit a random candle for no discernible reason... You were bringing me back a bit with the building on fire, but then I saw the masked guys that look similar to those low-poly assets everyone uses... but you fucking broke me when the first dude that runs at you kept getting back up immediately like nothing happened. Idk if that was a glitch or what, but he just wouldn't stay down for more than a second and a half. The 17 minutes I played were 17 minutes more than this thing deserved, and it's taken the award for "fastest uninstall" on my computer.
oh my gosh this was cute as hell! really fun game loop, cool ass idea, it's got it all. Idea for a world, or string of levels that save what you've done since the beginning of the string so you build the entire final level throughout could be neat. Mostly just interested to see what you do next with this concept!

