Yep, unfortunately on the ground the movement feels stiff even with the dash, it’s at this weird junction where’s its both committal while not moving enough to feel worth it, and chaining a bit too fast for it to feel meaningful. I think it’s one of the parts that if you get right a lot of the game will start flowing better imo
Panthavma
Creator of
Recent community posts
That’s a cool concept, reminds me a bit of pokken but with freer phase shift. If you expand it it can be quite cool!
At the moment I would say it’s “commital” to switch, but not in a way that feels planned since it just activates the move under that button, which is a long backflip. In practice, the best way to target lock is by pianoing [D]C]D[ in quick succession to buffer it out of the block in a very safe way, which makes it both somewhat less accessible while being quick and safe to do once you figured out the trick. I would recommend binding it to an extra button, and just using some quick visual feedback if you want to keep it non-comittal.
It’s a bit hard to judge the gameplay at the moment, because I don’t feel there’s a strong reason to be in one more or another. There’s not that many attacks that make you want to go in one mode or the other (tracking, anti air, slow or linear…), so I think with more moves it will be easier to catch the idea.
Also unfortunately, there’s a technical issue with the character select screen requiring two players, but not really selecting properly, and while relaunching the game to check what I was saying I couldn’t start a match as it bound my pad and kb to the same slot, and didn’t bind kb player 2 to the other slot, so I can’t check the moves again to make sure I’m not saying wrong stuff lol
The game’s a really nice surprise, and very competent for a first time! It’s my favourite of those I’ve tried at the moment. It feels fairly complete, which makes some little rough corners pop out more (small stuff like meter not regen on training restart) but the idea is pretty clear, and it has real soul.
I think stamina is an interesting mechanic and alternative win condition, I would suggest pushing more into it. At the moment, your stamina is feels p much out of your hands, and is fairly snowbally, so it mostly a way of ending the game early. The losing state is also hard to take advantage of: you only have a very small window of opportunity, due to the way it regenerates. This is your game’s unique mechanic, so having more moves playing into it would really make it shine, at the moment it’s a bit niche.
The character designs are cool and quite complete, I especially like Blitzer’s flow, between the kicks grabs and OTG. I think a couple tweaks to movement (stuff like jump height and dash speed) could make the game really shine, I hope you will continue it!
I like the character designs! The controllable airdash is pretty cool too! I personally feel the moveset is a bit limited, since half your moves are behind a meter. The excel cancels are neat to combo. I feel Caramello is a bit too strong in this version compared to Silverwing since her magica does a lot of damage and gives her more mobility but that might be my bias. A grab could help add more mix, although I might simply not have found it.
I think there’s some nice ideas, although it feels like the game is still searching for its identity? If you continue it I would be interested to see what direction it takes.
Little potential bugs: stopping to crouch seems to trigger landing? Also seems to have different bindings in training mode and in versus mode (without changing anything, in training mode magica is on A instead of B)
The character designs are awesome, especially Cliff! I like the general concept and direction.
I’m not a fan of the movement unfortunately: to me it feels really limited and sluggish, and doesn’t complement the timing of the aerials. The double jump and airdash especially feels like it’s more of a stall than anything to bait an answer, but to me it doesn’t feel like you can really take advantage of that. It also makes playing with platforms awkward, it really feels like you have to claw to take possession of the stage bit by bit (especially with the slow ground mobility), but not in a very satisfying manner. My first instinct would be to make movement more fluid (cancellable earlier) and faster, with bigger stages to compensate. That way, you keep that focus on the fight, but can create richer situations.
There’s also a bit of awkwardness in the graphical aspect: the internal resolution seems really low, which imo doesn’t match your models. You have good character designs, good models, and good animations, you can be proud of them and display them in a higher res! It makes some effects a bit awkward.
Imo you have a strong base, with a few iterations it will make a really nice game!
I like the style! The characters are nice design wise, and I quite enjoy playing Coagula (especially her 236 which I should use less). It feels like the type of game I have to play with a friend to really get the ideas behind fwiw, i found the motion inputs a bit hard to get out on my controller’s dpad
Tried it out, it’s interesting. I like how you made the movement feel unique on the characters, and the wallslam effect. I think your character designs are interesting, from the images I saw early, it’s a bit unfortunate the don’t show as much in this state (especially nekole where it’s hard to understand what the attack wants to be as the projectiles are invisible). I would be interested in revisting this in the future !
I like the graphical style and the heaviness of the movement, I think you could play even more into it. The ambiance is pretty nice! At the moment, I think the characters are a bit too simple and you have a very high health cost compared to the reward of these moves. Don’t hesitate to share your experience with Castagne too!
Hello! Thanks for the comment, I forwarded it to the team and they enjoyed it!
Felix’s stars are fairly interactive: you gain them when you armor through an opponent’s attacks! Alternatively, 214V gives you one. The stars stay between rounds and unlock new moves!
- 22L (3 stars) is a low launcher you can link after, which greatly improves Felix’s meterless combo potential!
- 22M (6 stars) is a jumping overhead, which you can use for calling out the opponent’s lows.
- 22H (9 stars) is a counter that gives you a lot of genesis when it connects, and allows for combos after!
- 22V (9 stars + genesis) is an OTG move that adds a lot of damage to the end of a combo! You can also combo Big Crunch after, so this makes Felix super dangerous in the last rounds!
Paw-Paw had less testing time unfortunately, we hope to make her feel better in the next versions! Making a vortex character was probably pretty ambitious haha, personally I enjoy her rekka cancels since you can do 236L > 236M > 236H and skip inbetween to keep the opponent on their toes, and 236V allows a combo pickup without bomb!



