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lylbron

2
Posts
A member registered Jan 12, 2021

Recent community posts

I mean he say fighters were boring and then made something far worse.

This is like a more dumbed down  version of a fighter. Where is the counterpokes, meaties, the okizeme, frametraps, mid/low game (I see some highs that can be ducked), pokes and counterpokes, combos with different routes,  etc. 

Also the elements that are there don't really seem thought out well. Whiff punishing options all have the same results besides damage, the hitboxes and turndata on moves don't really reflect what little utility each move has, trades don't rely much on turndata (most of it is pretty homogenized anyways) and you just get huge pushback and return to neutral, etc.

I think the most egregious design are how the moves that would generally considered normals work. They all have the same startup, there are clipping issues (might be a design choice to not make kick so strong)  and there are only four (three if high knee is supposed to be like a special) options despite there not being controller or physical comfort limitations. It makes the neutral game pale in comparison to the footsies you see in even the simplest of fighters because there is no way to have a proper high/low/mid/aerial and short/poke/counter/meaty game.

I'd love to see you really explain and flesh out what you think a fighting game entails because this game makes me feel like you're mostly a masher with a very superficial grasp of mechanics. The lack of real-time and the bad CPU hurts the game, but the absolute destruction of the fighting game fundementals makes this unplayable.