When selecting sub categories for gameplay modes lower the opacity of modes not currently selected.
This is for consistency purposes, it works like this in the main menu and I like it quite a lot. Also, making the currently selected item zoom in a bit might be nice, specially if you play from really far away. This is not an issue for me since I play from 2 feet away but I can see how it can be beneficial to others. Any sort of graphical indication that this is the currently selected item would be nice, on top of the current indentation.
Allow all the menus to loop, pressing up on the first item should take you to the last. Pressing down on the last item should take you to the first. Self-explanatory.
Why does the difficulty menu have a star next to it and nothing else does? Unless it serves some sort of purpose, it just looks odd. If it serves a purpose, ignore this.
For tutorials, change the white text with black shadow to white text with a black outline. The text blends in with the background too easily. This is one of the big things that needs to be changed IMO.
Leaderboards menu, the word START where the start button image is, is very low quality and text is very thin (PS3 version). The up and down arrows on this page are also much lower quality than the ones used in say… the difficulty select menu.
Add an art gallery with all the images shown in story mode. Visual novels do this and it’s a really, really nice feature to have.
Add a sound test mode. I was looking for one but I didn’t find it.
HUD area - Is there a particular reason why the lifebars have black bars around them? (on the point character). If you eliminate this black border (which by the way is bigger on the top than on the bottom) you can make the portraits for the 2nd and 3rd characters slightly bigger. Sometimes it’s a bit hard to tell them apart with a lot of action going on.
And that’s all so far.
I know, a lot of these are really minor things but they are still worth bringing up, maybe they’ll get addressed if necessary after all the other much more important stuff is addressed first.
Suggestion by DrSlouch : I also think it’s weird that when you’re selecting a stage, you just get a name. It’d be nice to have a little picture preview to go with it too, like pretty much every game does.
Just thought of another thing- allow the player to just “go to next tutorial”. Unless I went completely full-retard, you have to exit to the tutorial overview first, which is a bit of a ball-ache tbh.
agreed, and to add to this, a pause mode that allows the player to get rid of the pause screen menu so that we can see (and study) certain frames of animations, hitboxes… i had already suggested this months ago, but obviously they had more pressing issues, my thing is though with a clear pause screen it will be easier to study skullgirls artwork AND to STUDY every frame of every hitbox… i’d suggest also allowing a framerate advancer during clear pause screen that allows the player to advance/subtract the screen 1 frame… this would make it easy to see all frames of startup without having to time the pause button at the right time.
it would be a ridiculously nice feature if put in, the hitbox viewer as it is right now is basically only half functional (still better than nothing though)
today ima keep a notepad and write down all the little things that could be improved upon in my mind, they will all be small gripes, but if even some of them get fixed it would be a game people enjoy more imho, there are lots of little things that are currently annoying.
It’s a small thing but could you add a replay or redo option for the tutorials? Sometimes even if I make them I’d like to redo them again, just so I can develop that muscle memory before I move on. I’m sure newcomers would appreciate it too!
Edit* Oh yeah is there in anyway possible to increase the profile picture size of the assists? I’m having a hard time making out who is who.
I think it would be great if Reverge implemented an “automatic combo recorder”. Basically it would work like this - everytime a combo was perfomed in a match, the game would read the inputs used, and save them on a list. Players could later choose to display these combos in training mode, essentialy allowing them to create their own customized trial/mission mode. Cool idea, eh ?
This is what I would like to see in training mode:
Training mode dummy options:
-All Guard - Dummy is able to guard all attacks unless some sort of unblockable exists
-Auto Guard aka 1 hit guard - Dummy will take 1 hit before guarding the next attack automatically
-Random Guard - To help with hit confirms.
-1 Guard Jump - Dummy will guard 1 attack before automatically jumping. This is not entirely necessary but I really liked this feature in KoF training mode to figure out frame advantage/disadvantage on block as well as other setups.
-1 Hit Jump - Dummy will take 1 hit before automatically jump. Again, not a necessary dummy option but it has it’s uses to figuring out setups.
-Tech Roll - Roll after a knockdown with the option of selecting roll forward, roll backwards, no roll, and random.
-Aerial Recovery - Automatic recovery in the air at the first possible point with the option of selecting air tech forward, neutral, backwards, and random.
-Record - Record dummy actions preferably have a lengthy record time like 30 seconds (if possible).
-Play - Replays the recorded dummy action. I really like KoF’s ability to macro a “Play” and a “Loop” button so you can play the recorded action anytime or initiate a loop anytime.
-Push Block & Alpha Counters - Ability to have the dummy activate either. It would be awesome if you can set at what hit to push block or alpha counter on but I know that’s asking for a lot at that point.
-Auto Throw Tech - Dummy will automatically throw break.
Training Mode Options:
-The ability to have a 1 button position reset.
-The ability to hold the joystick left or right and press the position reset button and have the screen reset to either corner based on what direction you were holding. MvC3 has this feature and I really like it.
-Input Display - I believe Mike Z mentioned on UltraChenTV that he wanted to patch that in.
-Ability to change assists without going back to character select screen ala MvC3.
-Ability on the pause menu to hit a button to clear the pause menu so I can see hitbox information more clearly. Also, useful for those who want to take still shots or go fame-by-frame for some moves like Double’s level 3 super.
I know this is asking a lot and some of them are not absolutely necessary and sound really selfish but If you have these it will be the most godlk training mode of all time.
With input display, I would love to see a small “P1, P2” or some kind of colour indicator beside the inputs to tell you which side of the opponent your on. This would go a long way to help setups that involve having to input moves or specials “backwards” in order to get them to register properly.
Also, I’d like a “Simple” option for the training UI with less info for bigger text. That way I can read it on my SD television.
Holding select/back to reset training mode would be wonderful as would looping menus.
If it’s possible, I’d like to see character specific tutorial chapters, advanced defense tutorials (push blocking, runaway), and… oh how can I explain it?
It would be nice if there was a way you could set up a combo, chain, or what-have-you and an amount of consecutive times you want to do it. This could (should) be extended to the current tutorial system by allowing players to pick what they want to practice and for how long. It’s really great that Skullgirls has ways to practice things like blocking mixups, punishing, and all the other things that other fighting games don’t even care to mention, but it could still use some work. It would also be nice if there was some indication on why something failed. Like a “Too late/early” message. I think a system like this would really help scrub players (like myself) get into a better practice habit.
Though I can’t expect that sort of patch after release would be allowed by the console makers for whatever reason. Still a boy can hope, right?
Beef up the online features, but that’s already been said.
What I’d personally like to see is a Character Animation Gallery, where you can play all the different animations you want by selecting it from a list. Time out loss animation, Infinite Burst animation, Blockbuster animation, Item drop animations, and everything else, hit and miss animations, all with a speed adjuster ranging from 100% speed steadily down to 25% so that we can see all the smaller details that can’t be seen in the beutiful blur of animation that is an every match occurance in this game.
It’s kind of a feature, and kind of not, but I’d like it if in story mode the character portrait and text box didn’t dissapear ever time they moved to the next sentence. Also, it’d do wonders for my state of mind if the tiny character for the custom assist was the character you were using, not just always Filia. That way, I could stop being forced to either use only one character, or pick one of the pre-set assists.
Having played SFxT online, that is DEFINITELY for the best.
But yeah, I second a better training mode. And does the game feature an ability to spar/vs. mode with a CPU? I would be down for some option like that.
At the same time, more than anything else, I’d want more content. More characters, more story, etc. If forgoing something minor like CPU sparring brings that stuff out faster, then whatever works.