I don’t think they need to alter the buffs themselves, I would just make them be manually activated by the player and make them last a small fixed amount of time, then you need to meet the requirements again.
That way you would avoid silly things like infinite super chip setups without actually weakening the buffs, that are pretty fun, and force you to decide when to use them properly at the risk of losing them for a while, making them more strategic than just a checklist of things to do.
I’m fine with a ten character roster to start. It’s better to have less characters and a more polished product IMO. Then if the initial sales are successful they can go the DLC route.
I used to think it should be timed too in my earlier comments after seeing EVO plays but I don’t think they would ever made it into manual activation. Because by design everything is a passive triggers as a theme.
The only solution I think to be effective even being timed that will never require any kind of command activation, Is to simply lower the standard of the activation requirements to make it often recurring ability and increase accessibility but still beyond the total control.
I had an interesting theory about roster for fighting layer EX it was to do with the fact that a lot of the SF characters in EX are solid and stables in the EX games so I thought that they might introduce the way those characters functioned back in through their Fighting Layer characters. I did a vid on it where I went into more detail https://www.youtube.com/watch?v=C6hiGmJXT70&t=14s
The Facebook page has been a great source lately. They’ve been posting a couple times a day this week with updates and info about what is being worked on, hopefully it stays consistent. Only downside is I am relying on facebook translator.
EDIT: oh hey some of the previous posts were translated just a few hours ago.
Arika just attended an indie game event in Tokyo with this. Allen, Skullo and Darun were all playable. Allen’s animations have clearly been redone from the ground up (since no EX2+/EX3 animations to port I guess), but his movelist is intact and JF–>TB–>FF etc. works as always. Skullomania and Darun also felt pretty true to the originals, both have new throw animations and the Skullo Dream retains its spirit. I’m sure videos will be up soon enough (not from me but other attendees were filming). It’s still missing the level 3 super’s and unfortunately it looks like the sidestepping from the announce event is gone for good, but it’s fun.
The super armour buff was janky as hell though. You still take damage (don’t know if it was scaled or not) so whiffing a move, e.g. a Justice Fist, with the armour active just gives your opponent a ton of free hits (no combo necessary).
In other news, Arika seemed to be trialling the a new input method select. Before the GOUGI select screen, you could choose the ‘Progressive’ or ‘Classic’ input method for simplified/traditional controls.