A beat 'em up/platforming/fighting game hybrid with an electro style. You can smack guys, attach their parts and get their abilities!
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Stages, combat, and some random stuff | Locked | |
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Apr 3 2013 Anchor | ||
Heya, so let me just say a few things: Good: I love how the stages are made with all kinds of little secrets. It feels as if some effort was actually put into the level design, which is a definite plus. I like how you can customize so much, from the character's looks and color, to their movesets and fun little abilities. (Multiple jumps? Heck yeah!) Smash style combat? I'm happy with that. Bad: The combat, or specifically the basic hand-hand combat gets pretty dull pretty fast. Every single move for every single complete bot is exactly the same, being the three-hit combo, the directional attacks, and the aerials. For a game that has a significant amount of customization, everyone having the same fighting style is a definite minus. Yes, the skills are varied, but that isn't quite enough! The stages, while look great and are pretty well-made, are far too long. In addition it's pretty easy to get lost in some parts of some stages. No clear direction is given in some spots, and sometimes you end up running around in circles until you eventually figure out where to go. It feels as if the game is entirely focused on offense, but not on defense/evasive maneuvers. There don't seem to be any real defensive measures you can make besides block the oncoming attack. It feels like if I were to get caught inbetween two enemies or even get sent flying, there isn't much I can do. Solutions: 1: For combat? have fighting style as something customizable as well. I've seen chips suggested before. I feel that would be a fantastic way to start. 2: For the stages, a minimap/arrows pointing you in the correct direction and splitting up the three stages would be perfect. Say in each level you have three doors each leading to each stage. You would actually get to do stuff between stages instead of having to go in one straight shot and (ultimately), having the player get worn-out. So it would work like this: Anywhere between stages the player would be able to do whatever they wished, while not inhibiting their progress. 3: For the third? Let's have a little fun with this. So normally when you get smacked around and you shield up you just have to take it until the shield breaks, right? Well, why not change up the shield mechanics a bit? It's a ball for sure, so why not treat it as one? Not sure where I'm going with this? That's fine. I'll explain. Two types of shields: Static and Kinetic. The static shield is the same as our normal shield. It takes hits and breaks, you stay relatively stationary. You're basically more like a rock. You can take some punishment, but you can't really move, no? On the other hand, we can have the kinetic shield, which as you can guess by the name, activates while in motion. To activate it you simply start moving while in the static shield. You are unable to attack, but you are granted defensive capabilities while still being able to retain movement. To compensate, knockback while you're in this mode is at a constant, relatively high (at approx 100 damage knockback) level, but you still take zero damage from all attacks. In addition, instead of having something like a recovery move, why not just allow us to activate the shield while being sent flying? You would essentially become the equivalent of a pinball. For example, it could play out similar to this: -Player gets uppercutted toward the ceiling in the story mode and is sent flying towards a wall. So thanks for reading this random hodgepodge of stuff. I'm glad you decided to take a look at it! To summarize: Despite my gripes, I really do enjoy this game so far. It's fun and chock-full of potential. Edited by: Unbounded |
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Apr 4 2013 Anchor | ||
Hi Unbounded, Thanks for your suggestions! It's always nice for us to see new ideas and suggestions to make the game better. Thanks again! We really appreciate your input! Tim |
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