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Dragon Ball Z Tales

Dragon Ball Fangame developed to be the game that could have been done in the SNES era. · By RaulDiaz

My first impresions, rewiew and a few bugs

A topic by EvilMurlock created 13 days ago Views: 18
Viewing posts 1 to 1

I just played the first 2 battles of the Goku campaign (didn't have time for more) and wanted to give my first thoughts.
I really liked the cutscenes so far. The way picolos head sprite floats up when he flies away after goku beats him, or when radits sprite bumps into gokus when he attacks him at the kame house. This is very charming and gives the cutscenes a nice flair.
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The gameplay is fun, this battle system works well and I like the pseudo real time aspect. I do have some things I would like to talk about.

1) I don't know what moves do. Would be cool if there was a way to fogure out what moves do, attacks obviously damage, but I dont know what Gokus wildsense ki-ability does (damage buff), and I would like to know how picolos ki-barrier works, is it a flat damage reduction, is there a time limit on it, does it disapear after 1 hit or stay until the time runs out etc.
I would also like to know how MUCH damage attacks do, a simple number apearing above the enemy telling you how much damage you dealt would be really nice to have. As it stands I have no idea how much damage my attacks do and because of that I don't know which attacks I should be using. 


2) Attack animations. They do look pretty good. In 1vs1 battles they take maybe a bit too long to play (pasuing your turn timer for a long time while it plays), but in the 2v1 battle vs raditz it stops being that big of a problem. The animations taking so long have me a feeling that I should be pressing buttons while the animation plays to boost damage. I know this is probably not a thing, but it would be cool to implement something like a quick time events like in the mario rpg games to boost damage or reduce damage from enemy attacks. It would make you pay attention more to the animations so you don't get bored of them. 


3)I think I found 2 bugs.  

First bug hapened in the Raditz fight, I charged Piccolos ki to maximum (56/56), but I could not use the Special Beam Cannon, I think you may have put the ki cost too high on it, or something.

Second bug also happened in the Raditz fight and it was a soft lock. I think what happened was that I told Goku to use a combo attack, while he was getting combo attacked by raditz. A the attack animation  finished, gokus combo animation played and after that finished both picolos and gokus turn timers stoped charging and were stuck at 0. I may be missremembering the details, so will try to reproduce it tommor maybe. 
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I really liked the music as well its feels properly actiony. Can't wait for more updates to this game, its pretty great right now and can only get better. Good job on it so far and good luck. :3