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Barddro

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A member registered Jan 31, 2018

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Heya, what you've got going so far is really cool! I've been waiting for an arena fighter that takes cues from platform fighters as I'm a long-time Smash player, so I'm super excited to see where this goes! As for some feedback:

Hitting the opponent already feels pretty good, but I think it could feel really great with a few additions:

1) On hit and block, I think it would make sense for the opponent to be pushed back a bit. This'll help make the attacks feel more forceful.

The following point is moreso aesthetic, but it definitely contributes to gamefeel.

2) When the opponent is hit, some kind of hitspark and screenshake effects would go a long way in making landing blows feel satisfying.

3) This point is definitely dependent on the direction you plan on taking the game, but I think adding more variety to the basic stab would add a lot of depth. Maybe adding both a light and heavy attack variation would lead to more gameplay variety?


But yeah from the prototype you have going this definitely looks super cool. Can't wait to see what you have in store :D

GIVE ME THIS GAME NOW IT LOOKS SO SICK

(2 edits)

Pretty fun, but there's a few changes I'd make to make the game feel more complex, engaging and more fun to play. I really like how the hits feel, they all have a lot of impact. However, I would add some buffer so that you don't feel "cheated" out of missing moves. I would also consider implementing a dash and special cancels. There's a reason most modern fighting games implement them ;). Overall pretty cool though, I'm exciting for more updates :D


*EDIT: I forgot to mention that you may want to shave off some of the hitstun of moves like light punch and kick. From what I can tell all characters have easy infinites by doing l.p > micro walk >l.p > micro walk (repeated)