Netcode is unfortunately not planned, since it's kinda outside my scope. Most of the old helpers will return, I just included the most popular ones in the initial build.
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That actually sounds like a really fun feature. However most air attacks are designed to be used during a full horizontal airdash. The closest that might work for you is the Quick Drop badge. It allows you to interrupt jumps by pressing down and effectively doing KOF shorthops.
Hi! Thanks for playing! There actually were plans to allow for more than one badge in Versus Mode, but I shelved them pretty quickly. Having something like a ratio system for badges is a neat idea, but the problem is that certain badges combine better with certain characters/helpers. The poison badge for example is really strong when used with Traude, but less so with others, so defining the cost of a badge would be really tricky. How does airdash break work in CC? I actually really like that game.
Hi! The game has a pretty straightforward chain system, but without reverse beat like in UNIST. Are you using your helpers? You can cancel most attacks into an assist call and extend combos that way. This game also focuses on juggles: try to get your opponent airborne via sweeps and launchers and don't let them drop. Again, helpers and certain badges can help with this. Hope that helps!
Thank you, great to see people enjoying the game! The first game got way more players than I anticipated, which is why I put more effort into features like training options and such. Even has hold start to pause for versus matches now! I actually put some time into researching rollback, but the game's foundation was not built for it and it's a bit above the scope of this project. I will focus on completing the campaign for now. GGPO would be really cool though xD
Hi, thanks for the detailed feedback! Yes, there's certainly a bunch of stuff that needs improving. The next game will take on the form of a more traditional JRPG to solve the issue of boring random maps. I assume you mean the reserve character? That mechanic will also be removed, instead you'll just have your whole party with you. You'll still get a Game Over if one of them dies, but you can save anywhere and have revival items to retry fights. And I guess I need to include a blocking tutorial. Thanks for playing!
Looks like you found her hidden super! Activate her Overdrive (down + mana button), get your opponent's life into the red and do the down super again. Instead of the Overdrive, Queen will perform an unblockable full-screen insta-kill. Have fun!
Wow, these are crazy, especially the second combo! Shirley is probably the most technical character in the game, I modelled her after Venom and Zato from Guilty Gear. Awesome to see the character's potential being used!
That's actually a very good point. Probably should have handled player death like this. My next game will allow you to simply carry your whole party into a dungeon, so the reserve mechanic kinda gets removed. Instead there will be an item which allows you to retry fights, instead of getting a Game Over.
Thank you! Glad you enjoyed the game. Queen had a pretty lengthy design process, since I wanted a comedic villain that can also be threatening when she has to. A couple of people have asked me for the soundtrack, I might upload it to YouTube soon.
Great to hear that, It's always cool to see people create videos of the game. Pro-tip: if you press S (or down) you can crouch, which changes your moves. Kinda like in Smash Bros. Don't think I saw you try it in the video ;)
OH MY GOD, 53 HIT COMBO!!! I doubt even I can compete with that xD Thank you so much for putting the time in, I rarely see high level play in my game, so these videos are really useful for me.
You're absolutely right! Not gonna lie, I made the training mode really early in development and never got around to improving it. I can't promise a full feature set like most modern FGs, but the basics like dummy settings shouldn't be an an issue. Thanks for all the feedback, even months after the game's release!
It's amazing how in-depth you go with the combat system, I feel honored :D Cool to see you summoning all 3 ghosts in Shirley's combo, I don't think anyone had figured this out. In general, not many people seem to use assists properly, maybe I need to make them more prominent in tutorials etc. And you're right , I should include a function to restore the assist meter in training.
Thanks for the feedback! I'm still figuring out the details of dungeon design, but I will try to make it more than just a bunch of hallways xD The plan is also to have enemies visibly run around the overworld. A hub-world is planned as one of the major features: it will replace the boring main menu and provides access to the dungeons, stores, NPCs etc. Think Toad Town or Rogueport from Paper Mario.
Glad to hear you enjoyed it, thanks! The Custom Demon turned out to be a popular feature, I will consider giving them more (selectable) personalities next time. They actually came about because I had already done all the sprites and moves for enemy demons and figured, I might as well make them playable. Most of the story kinda got cut during production and it’s something I wanna put more focus on. The Alisa/Satoshi bit is a reference to an old game of mine, where Alisa was the main character and Satoshi the antagonist. I’m quite surprised there are people enjoying the soundtrack (by no means universally though xD), since I have very little experience composing and used this project as a learning exercise, so thanks! And I agree, Shirley is best.
Do you mean story-wise? At one point I was going to include character backstories but cut the feature to save time. I still have some of the rough drafts, so I might include more info on the game's world next time. Here's a bit of trivia: Nitro and Satoshi were roommates at one point, which is why they're the starting characters. Satoshi got his fire powers from Queen but had to pay an absurd amount of money for it. Alisa is the daughter of a crime boss, but ran away from home and became a hero. When Queen was younger, she was called "Princess", since demonic royalty discard their names for their titles.
Yes, she most definitely was. The whole gravity gimmick alongside moves with various angles was designed to give you a lot of freedom with your combo game. Her down super basically gives you free infinites for a short period of time. Alisa, Satoshi and Queen were designed for long, elaborate combos.
Very kind of you, thanks! Yes, the move is taken straight from Iori, because he's the best! I was actually motivated by indie fighters myself, specifically Yatagarasu, since it came out at a point when I almost cancelled the project. Good luck for your own project! Thanks for reporting the bits on Nitro and Alisa, that stuff is always very useful.