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Some feedback after like 30 minutes of quickly messing around (01/05/2023)

A topic by Naptec created May 01, 2023 Views: 67 Replies: 2
Viewing posts 1 to 3
(1 edit)

Hi, I come from r/mugen and I saw that project which looked really fun.

After messing around in training mode, it is a fun game to mess around with, however there were some weird things I noticed. Either it was poorly explained or I'm just dumb. Anyway, here's some feedback (in no particular order of importance):

  • There should be a universal grab. Maybe it's just because I'm used to having one, but I think it'll be easier for most players to jump into it. Or maybe you  just want offense to be centered around high/low 50/50s?
  • You should add some form of juggle (or damage) scaling. Imo you're trying to go for a 2-touch game, which I'm fine with, but there should be at least some ways of limiting your combos, besides how much meter do you have. Maybe something like an OTG limit or juggle scaling?
  • When going into Arcade mode, I saw the CPU would do a "Reversal" and break out of my OTG chains. How do I do that? The "How-To-Play" page here doesn't explain how to do it
  • (Kinda out of game but still counts) The tutorial page should mention more things, like how using the jump button while airborne makes you go backwards (and to the ground). Also the "Reversal" mechanic. How tf do I do that? ALSO also, what does focus do? Give me meter?
  • Attacking can be somewhat clunky. You should make it so my autocombo don't get interrupted because I pressed a direction. Also, when both menus shows up, the movement one always takes priority. It'd be more intuitive if whichever menu you pressed last took priority
  • Speaking of menus, having it not displayed when in the corner is kind of annoying. It's probably not that big of a deal for most players but I know some players will find that strange too

All of this was written by a person with basically zero knowledge on how MUGEN works, so idk if these changes are possible in the first place (or how annoying it'd be). Anyway, I think this game has potential, so keep up the good work 👍


EDIT: are character supposed to be knocked down whenever they get hit by any grounded attack? the tutorial page doesn't show autocombos knocking the opponent down, but when I do it they get knocked down

I forgot to mention it yesterday because I wasn't totally sure, but there's a bug with autocombos where sometimes only the first attack comes out (even on hit)

Developer

Thank you for the review. I’ll definitely keep working on it with these in mind. The How-to-play is based off a reallly early version of the game and is definitely poorly explained, I'm working on a short video tutorial. 

To Answer some quick questions for now;

-Reversal is ATTACK + JUMP with full meter, you can also tech ground bounces with 1 meter

-Focus gives meter and a little health.

-I opted to add a guard break instead of a grab. I’ll add both.

Thanks again for the feedback!!