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.
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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.
Thank you very much for the suggestions! I absolutely agree with the empty rooms and treasure chests. I put in the !-mark so players wouldn't get jump-scared by the battle intro, but I see how it reduces the tension. I probably won't include multiple enemies at the same time, since that would basically require a whole different combat system . My current plan is to design actual non-random dungeons next time and maybe keep the random ones as optional sidequests. Improving the dungeons is very high on my priority list and I'm glad your criticisms overlap with my assessments, what needs to improve.
Wow, I'm happy you had such a good time with the game! And yes, the ArcSys influence is quite strong xD You can freeze an enemy once during a combo, but you can't freeze them a second time. Would result in freeze-loops otherwise ;) Thanks for reporting the mana bug, I'll look into it!
Huh, I thought I patched that out, but I guess it still works in the corner. Thanks for discovering the infinite! Satoshi was designed to be a mid-range beast with long, elaborate combos, but weak individual hits. I'm glad to hear this seems to be working out for you. I will most likely adjust his jump heavy in general.
I actively encourage play like this, so don't worry about it being patched out. If you're good enough at the game to pull off a combo like this, you deserve it. The only thing I patch are boring infinites (like normals linking into themselves), which make them game less fun.
Don't worry, those are still in the game ;) I removed the infinites on them, but tha'ts about it. In general, I fixed one or two infinites and gave Satoshi a new combo, but otherwise your tech should still work.
Always makes me happy seeing players discover combos like this. Thanks for the video feedback! I will definitely adjust the cr. Medium, it’s a bit busted xD I will also take another look at the input buffer.
Thanks for the feedback! The game was actually developed on a 6 year old laptop, to make sure it runs well on low-end machines xD
The game has a pretty lenient input buffer, but not for directional inputs. You shouldn’t get stuck in walking/crouching, that sounds like a bug. Thanks a lot for pointing this out, I’ll try to fix it!
I will take a closer look at the forward attack, thanks for the notice! I probably won’t change the input this close to the game’s release (could result in a bunch of glitches/infinites) but might change the input priority. Have you tried using crouching light attacks instead? They usually have the same range, but don’t trigger the auto combo.
Glad you’re enjoying the customization features! The idea behind assists, badges and the Custom Demon was to give you flexibility in how you fight, since the game is half-RPG.
Thanks again for playing and the detailed feedback!
Thanks a lot for trying out the beta! Those are some great suggestions, I'll look into them. Can you remember what triggered the speed-up on level 7? Or did it just randomly happen? Thanks!
That's awesome, thanks for experimenting with the combo system! I am working hard to release a new demo soon, which (besides more content) also makes the combo system a bit more freeform. In the old version you had to go A > B > C for a chain, now you can also go A > C for example.
Thanks a lot for covering the game! Seriously, this is the first video anyone has done on Beatdown Dungeon (well, besides myself). Great to see you enjoying the game. And you're right, there are definitely a few things that need improving. Didn't expect the dungeon backgrounds to be an issue though, I'll make sure to fix that. And yes, there will be more characters. Two more are almost done, but didn't make the cut for the demo.