REALLY enjoy the movement. I did notice that the tutorial says nothing about double-tapping to dash, but I assumed it was there given the game's inspirations. I have to echo the complaint about the AI (a lot of late game fights ended with them just walking off lol) and about instakills ending your runs early. Maybe the campaign needs a stock setting? I also feel like the parries are lacking - I didn't see a single one from neither me nor the CPUs pay off in an hour of playtime. All that said, the feedback for big hits is nailed DOWN. Watching a round end in seconds bc of a jumpkick sending my opponent flying off team-rocket-style is super satisfying. Can't wait to see where this goes! Wishlisting for sure!
okay so i have a LOT of things to say about this game but i'm just gonna summarize it to this: tldr; a lot of mechanics feel like they're out of a 2d traditional fighter instead of a platform fighter, which...is not what is advertised, and some issue about cards 1. movement feel bad :( the movement just is kinda...too committal. prejump's kinda long, dashdancing doesn't really exist (would be a pain for meter building so understandable), and...honestly, yeah, that's it, but i think there should be at least more freedom in the game's movement 2. game end too fast 3 health at the start of the game is too little. i'd prefer at least 5, considering how fast you can die in this game! and dear god, the hitstun on the heavies just kinda make a SINGLE offstage hit, without a double jump card, essentially an instant kill! and i know this is a round-based game and all, but i would at least like to have more time playing the actual game... 3. miscellaneous card and exp stuff the card system kinda feels bad when you want X and X but can't get it because you also want Y later, but Y will disappear without a trace if you pick both because you have to spend exp. i feel like the ability to bookmark cards would be nice and a nice twist to things! 4. hitstun WAYYYY too high. like, smash 64 times 3 levels of hitstun on the majority of the heavies on the game make recovery quite literally impossible in most cases without cards! on lights they're fine, but there isn't much incentive to use lights compared to heavies when they're just this much more powerful in the sense of everything! damage, exp, range, all they're missing is speed, which probably doesn't matter with the right situation and conditioning! 5. AI it'll get better with time, but the ai isn't much fun to fight, it just kinda goes about and coincidentally hits you with a heavy to win in a rougelike mode which feels like a highway robbery and occasionally stalls to its death on the tree stage... 6. Training mode, please I know I'm a fighting game player. but like, how could i not? i want to find more broken things about this game and then tell them to you so you can deal with them and thus making the game better! i don't want to grind things out so that i can just figure out how X is broken after coming something that looks atrocious on the final round on a actual game. i like the game, though! a novel idea in development! it just needs more platform fightery stuff and support on defensive parties. if i were developing, giving double jump at the start of the game would be a thing i would do for a smidge of potential recovery. you might also want to make airdodges like ultimate airdodges so you can airdodge onto the stage walls and wall jump up back to onstage? the health thing is kinda concerning in a platform fighter ass platform fighter such as this one, and i would definitely design it as a "the fight's too long, ggs" measure instead of a health bar shrug emoji
Thank you so much for your comment! you've touched on a lot of things I've noticed and am working on and some I hadn't at all noticed, this is very very helpful to me!
I planned on adding more movement options with cards but I will definitely add more defense options that don't require cards or meter, especially directional airdodges. Also nice that you brought up card bookmarking which is also planned.
A lot is being worked on but will release an update soon to address most of this, so I do hope you keep playing. Training mode is definitely planned but will take a bit to implement sadly.
just figured out yet another thing: a lot of heavies have stun states that are similar to "stay in stun until landing" which, in a platform fighter is NUTS, you've probably seen several hero snooze kill clips that practically explain why it's so powerful in a game like this! edit: misinformation lol, still the stun might need to be ticked down
Yeah in the current state even if you can move again as you're falling if you don't have double jump there isn't much you can do to actually recover, move speed in air is very slow. directional airdodge should alleviate this along with other changes. thank you again! Any more feedback would really be appreciated.
something about dying too fast! especially in campaign, it feels very wrong for sometimes to just die off of a single hit because your enemy had something like boot or higher damage on every move they have. blast zone kills as well are very dangerous and can be easily achieved by just pairing multiple knockback cards on a single move; and especially happens a lot on the snow stage with your usual heavy attack killing not from the sides, but FROM THE CEILING BLAST ZONE, which implies that ANY HIT THAT MOVE CAUSES WILL INSTANTLY KILL ON THAT STAGE WITH THAT LEVEL OF KNOCKBACK!!! terrifying... i definitely would double starting health and probably destroy the concept of vertical blast zones also, wall stalling! it's difficult to handle and it's really easy to get away with it! the ai is a great example of this on the jungle stage. they either kill themself, leaving you deprived of exp, or make you take the risk of dunking them, which, while hype, will usually end up making YOU die most of the time. i think 10 wall jumps per off the ground should be good ala brawlhala (does not play brawlhala).
cancel cards should be user-programmable! example, your usual standing heavy into whatever you like instead of a another forced option, because sometimes you get situations where you get stuff like boot into fireball, which is good on paper, but if the opponent has only 3 hp, is irrelevant. it would essentially let you prevent cancels that are devoid of use! also please meterless cancel to cancel if they're going in strength order (if going backwards, then cost meter) and also please free generic light-heavy cancels but also this would make you need to add damage scaling which like is shrug emoji also just thought of this, i feel like air light should act more like a usual smash sex kick, with a hitbox all around the lower body instead of being a straight attack. it would probably fill the niche of a falling, quick air move that you are currently devoid of since you don't have air customs but either they come sooner or later this happens!
did you have enough meter? You have to build up a bit of meter before you can use a skill. The meter bar is visible right below the health bar, but I'll also add an update soon that says exactly how much meter is there.
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REALLY enjoy the movement. I did notice that the tutorial says nothing about double-tapping to dash, but I assumed it was there given the game's inspirations. I have to echo the complaint about the AI (a lot of late game fights ended with them just walking off lol) and about instakills ending your runs early. Maybe the campaign needs a stock setting? I also feel like the parries are lacking - I didn't see a single one from neither me nor the CPUs pay off in an hour of playtime. All that said, the feedback for big hits is nailed DOWN. Watching a round end in seconds bc of a jumpkick sending my opponent flying off team-rocket-style is super satisfying. Can't wait to see where this goes! Wishlisting for sure!
Thank you so much for the feedback!!
okay so i have a LOT of things to say about this game but i'm just gonna summarize it to this:
tldr; a lot of mechanics feel like they're out of a 2d traditional fighter instead of a platform fighter, which...is not what is advertised, and some issue about cards
1. movement feel bad :(
the movement just is kinda...too committal. prejump's kinda long, dashdancing doesn't really exist (would be a pain for meter building so understandable), and...honestly, yeah, that's it, but i think there should be at least more freedom in the game's movement
2. game end too fast
3 health at the start of the game is too little. i'd prefer at least 5, considering how fast you can die in this game! and dear god, the hitstun on the heavies just kinda make a SINGLE offstage hit, without a double jump card, essentially an instant kill! and i know this is a round-based game and all, but i would at least like to have more time playing the actual game...
3. miscellaneous card and exp stuff
the card system kinda feels bad when you want X and X but can't get it because you also want Y later, but Y will disappear without a trace if you pick both because you have to spend exp. i feel like the ability to bookmark cards would be nice and a nice twist to things!
4. hitstun
WAYYYY too high. like, smash 64 times 3 levels of hitstun on the majority of the heavies on the game make recovery quite literally impossible in most cases without cards! on lights they're fine, but there isn't much incentive to use lights compared to heavies when they're just this much more powerful in the sense of everything! damage, exp, range, all they're missing is speed, which probably doesn't matter with the right situation and conditioning!
5. AI
it'll get better with time, but the ai isn't much fun to fight, it just kinda goes about and coincidentally hits you with a heavy to win in a rougelike mode which feels like a highway robbery and occasionally stalls to its death on the tree stage...
6. Training mode, please
I know I'm a fighting game player. but like, how could i not? i want to find more broken things about this game and then tell them to you so you can deal with them and thus making the game better! i don't want to grind things out so that i can just figure out how X is broken after coming something that looks atrocious on the final round on a actual game.
i like the game, though! a novel idea in development! it just needs more platform fightery stuff and support on defensive parties. if i were developing, giving double jump at the start of the game would be a thing i would do for a smidge of potential recovery. you might also want to make airdodges like ultimate airdodges so you can airdodge onto the stage walls and wall jump up back to onstage? the health thing is kinda concerning in a platform fighter ass platform fighter such as this one, and i would definitely design it as a "the fight's too long, ggs" measure instead of a health bar shrug emoji
game fun!
Thank you so much for your comment! you've touched on a lot of things I've noticed and am working on and some I hadn't at all noticed, this is very very helpful to me!
I planned on adding more movement options with cards but I will definitely add more defense options that don't require cards or meter, especially directional airdodges. Also nice that you brought up card bookmarking which is also planned.
A lot is being worked on but will release an update soon to address most of this, so I do hope you keep playing. Training mode is definitely planned but will take a bit to implement sadly.
just figured out yet another thing: a lot of heavies have stun states that are similar to "stay in stun until landing"
which, in a platform fighter is NUTS, you've probably seen several hero snooze kill clips that practically explain why it's so powerful in a game like this!
edit: misinformation lol, still the stun might need to be ticked down
Yeah in the current state even if you can move again as you're falling if you don't have double jump there isn't much you can do to actually recover, move speed in air is very slow. directional airdodge should alleviate this along with other changes. thank you again! Any more feedback would really be appreciated.
dead. where did you go :(
something about dying too fast! especially in campaign, it feels very wrong for sometimes to just die off of a single hit because your enemy had something like boot or higher damage on every move they have. blast zone kills as well are very dangerous and can be easily achieved by just pairing multiple knockback cards on a single move; and especially happens a lot on the snow stage with your usual heavy attack killing not from the sides, but FROM THE CEILING BLAST ZONE, which implies that ANY HIT THAT MOVE CAUSES WILL INSTANTLY KILL ON THAT STAGE WITH THAT LEVEL OF KNOCKBACK!!!
terrifying...
i definitely would double starting health and probably destroy the concept of vertical blast zones
also, wall stalling! it's difficult to handle and it's really easy to get away with it! the ai is a great example of this on the jungle stage. they either kill themself, leaving you deprived of exp, or make you take the risk of dunking them, which, while hype, will usually end up making YOU die most of the time. i think 10 wall jumps per off the ground should be good ala brawlhala (does not play brawlhala).
cancel cards should be user-programmable! example, your usual standing heavy into whatever you like instead of a another forced option, because sometimes you get situations where you get stuff like boot into fireball, which is good on paper, but if the opponent has only 3 hp, is irrelevant. it would essentially let you prevent cancels that are devoid of use!
also please meterless cancel to cancel if they're going in strength order (if going backwards, then cost meter) and also please free generic light-heavy cancels but also this would make you need to add damage scaling which like is shrug emoji
also just thought of this, i feel like air light should act more like a usual smash sex kick, with a hitbox all around the lower body instead of being a straight attack. it would probably fill the niche of a falling, quick air move that you are currently devoid of since you don't have air customs but either they come sooner or later this happens!hey uh none of the special ability's work even if i remap my keys
Hi thank you for playing!!
did you have enough meter? You have to build up a bit of meter before you can use a skill. The meter bar is visible right below the health bar, but I'll also add an update soon that says exactly how much meter is there.