Since me and my team are creating a 2D fighter, we wanted to know what features you would like in such game?
What features you think fighting games are missing? Which are the ones you hate? And the ones you love? Do you think there’s a limit to a number of features a fighting game can have? Do you like easy to learn, hard to master games? Which examples of games you have that have the perfect set of features for you?
Feature that amused me: Lilith (grappler) takes 50~75% less damage while walking forward. It’s based on what hits her and how much life she has. Note that if Lilith gets hit into a combo while walking forward, subsequent attacks will not be reduced. (Vanguard princess).
Feature that I love: Unique taunts effects (SF3).
Akatsuki Blitzkaumpf was still is a “perfect” old-school fighting game for me.
- It has like 0 entrance skill barrier (3 buttons, easy to execute specials and A+B+C supers).
- It has parries which was “done right”.
- It has great variety of character types.
- It has brilliant damage scaling system.
- most of the links there performed to juggle the opponent so you won’t be punished for trying to maximize damage.
So moving forward as a grappler got you a 50% damage REDUCTION? Isn’t moving forward the whole point of playing a grappler??
I like the throw teching system in fighters destiny 2. It deserves another go at life, maybe.
As the match progresses, I would like to see reductions in other statistical areas apart from health points.
Such as players physical abilities, speed, power, tool set, reduce or weaken - just to reflect the nature of Fatigue.
I’d like to see vitals slowly increase if players rest. I’d like to see headshots lead to dizziness, or impaired vision. Such that the screen starts to get slightly blurry.
With regards to Mortal Kombat and wrestling, I like for there to be “finishing moves”, which is the only way you can KO an opponent.
I would like for players to be able to customize their characters costumes 100%, and add uniqueness.
For online, I would like for there to be allowable handicaps, to make games more closer, when skill difference is a large factor. Such as the more skillful player has less health, does less damage, or the weaker player has FULL meters. This would be more entertaining.
I want a finishing move where my character drops a deuce on the other character’s face. needs to take at least 5 seconds to conclude so that I can stare at my opponent irl while it’s happening.
Just make it like SFII… with airdash.
feature or design that reward player of diverse skill set. rush down, mix up, turtle, set up, countering I’ll like active and passive mechanics that player can take advantage of. Active mechanics normal being various cancel options, and passive mechanics are normally power up like mechanics for example Samurai showdowns V special’s spirit gauge, Under night in birth’s Concentration, Battle fantasia’s heat up or BB Overdrive.
Stay simple
not much universal traits or techniques
airdashes