How to make your game appealing to players? (fighting game dev. discussion)

That could actualy work, I mean it’d be the difference between people calling your game “that game with the furrys” or “That game with the mecha werewhatevers”, second one sounds infinately cooler then the first.

(Hell you could just have their human forms as entrance sequences, to save having to give each character 2 different fighting stlyes and a load of sprites.)

If you don’t want humans “transforming” into these animal mecha androids, you could always go the “human summoning fighting robots” route. You could even have the guys standing in the background. Considering your characters’ resemblance to an existing hit franchise that could or could not be a benefit. Somehow that makes it feel more like an Japan dualing game and less of a Disney fur fest.

@Zinac:
So you mean like Custom Robo?

Where else did it start? I’m pretty sure it came from there, but I’m open for education in this regard.

Just any of these card games/video games/anime’s where they summon creates. Like Pokemon and digimon and such.

After a second look at the character sketches I think some of them would be ok, but I think some of them are a bit too human looking. Maybe you can convince your artist to tone that down.

I like this idea. Sounds like a potential hit with the kids, soon to have it’s own long running anime.

actually… this is a damn good idea IMO.

It is a good idea, but isn’t that really, really overdone? We’d have to completely re-write up the storyline too.

Unless, perhaps, we make it like Vanguard Princess where the humans are just in a support role the whole time. XD

I’ll talk to the designer about it.

Wow, you take not so subtle hints terribly. I’m sorry, I expected you to be a little smarter. =/

Well one can’t see every little hint in the world. I wasn’t reading this topic as carefully, either, because I was distracted. <_<

Also, I think you guys are getting the wrong idea about the presentation. Despite the graphical style of the characters, the storyline takes itself seriously. It’s not lighthearted pokemon fare. The characters react in realistic and mature ways to their circumstances and there’s none of that ‘friendship saves the day somehow’ trope. There’s lots of politics and references to more complex issues such as freedom of speech vs controlled society, racial/religious tolerance etc in the storyline that would go way over most kid’s heads. There are some humor elements but we aren’t aiming to make it lame or kiddy any more so than Blazblue or Guilty Gear.

As for adding human characters, the artists/designers were split over it. One said it would be OK if the humans were sidelned and didn’t play a major role outside of the story, the other didn’t want them at all and said that it would end up getting tacky like Sonic if we suddenly introduced humans when the experimental aims from the beginning was to create a fighter that’s free of humans for a change.

added bonus: substitute “dragon blast” for "monster"
also try not to get too hot under the collar for the Big Dog there

^ URHURHUR. I GET JOKES

Anyway, the designers are really reluctant to add humans because it would detract from the alien feel of the characters, though it’s possible for them to be added in there, and a backup storyline is being written in case it comes down to that. However, they’re trying to make the characters look more ‘mecha’ and less furry while still maintaining the pretty style. Hopefully this should make players feel more comfortable.

You need a hook, something unique that other fighters don’t have. If that fails, add tits and make it accessible = DOA and Rumble Roses.

What do you guys think of this:

A universal ‘slow motion’ mode that can be activated and turned off any time your character is on the offensive against an opponent who is in hitstun, but drains meter really fast. Essentially a rail cancel, except rather than putting you at neutral, it makes everything but your character run at -2x the frame rate it normally does, allowing links and combos that aren’t usually possible. This could be done by pressing the E button and pressing it again when you want to stop, making this into a 4-button game. (weak attack, mid attack, strong attack, skill move, focus)

Of course, regular things like hitstun scaling and damage scaling still apply, so while you may be doing longer combos by carefully choosing when to go slow-mo, it won’t lead to things like infinates, and it still drains a lot of meter if you use it too much.

How does this sound as a possible mechanic to allow for some creative combos? Hopefully it could also help get that 'cool action!" feeling too, especially with an appropriate sound effect and all targets homing in on the opponent and stuff, as if the android had just activated it’s kill mode.

sounds like the kind of game david sirlin would like

sounds like a good ability to me. I don’t know if every character should have that, but at least one having that sounds great

It was done in Samurai Shodown V Special, albeit differently from your idea.

I had an idea for my dream fighter (Heavily inspired by Garou MOTW) that C+D would be an instant attack with super armor that takes about half your super meter. The difference between this and a Focus Attack is that it is blockable and does pitiful damage. However, if your opponent is beating you down in a combo, you can use it, and combo into it. It may be a little too strong and create a turtle game though (like in KOF XII’s Critical Counter). I like to think of it along the lines of a Combo Breaker or using ABC Rage in SS V Special.


Pretty sure that’s five buttons.

But anyway, about the mechanic…sounds like a slow version of custom combos. I mean, that’s what it is. Literally, combos suddenly work because there’s more hit stun. I think along with myself most fighting game fans would rather enjoy moving at twice normal speed, making the game faster, rather than “slower.” The offensive player maintains the same actions per minute with your method, but I bet this mechanic would make the game feel slower. Adding hitstun also isn’t very intuitive for new players, while seeing their character act twice as fast makes the results make more sense without extra explanation.

But I don’t know that I like the mechanic at all in the first place, because I see so much room for error. First of all, if the mechanic only activates while you’re in a combo, should you be able to press the button and have it activate on the next hit, or should you have to press it after you’ve entered into a combo? That sounds like a bit much to me. And if you can press it at any time, would it affect movement speed, or just move speed (attacks and other moves)? I don’t know that it would be fulfilling the role you meant for it if it speeds up the player and could act as a movement boost. It could still work though, of course.

Eh, I don’t know. I could use a really cool example right about now, if you really want to sell it to me.

Also sorry for derailing thread before lol
I’m not a furry I’ll just fuck anything that moves <3

There was someone who could do some sort of slow motion effect with a super in Kamen Rider Climax Heroes. It was pretty annoying for the receiver imo (not only are you getting comboed and can’t do anything, it’s taking more time than usual too), but probably nice for the doer.

Ack. 5 buttons…
anywyay, we probably don’t need an extra button for this. It could be done just by pressing two at the same time.

Let me elaborate further on how it works: pressing the button once during a combo is like pressing Baraoque in TvC. Something hppens and then all of a sudden your character can do crazy shit. However, slow-mo keeps going and draining your meter until you either run out of meter, press the E button again (which deactivates it) or your opponent recovers from hitstun.

This can be done at any time during an offensive blockstring or combo and there’s no change in your character’s animation, just a brief super pause to let you know you’re activiating the mode. Once you;'re in the mode, everything slows down EXCEPT your character, meaning that opponent knockback acelleration and gravity is decreased for them as well.

I think that slow-mo is more cinematic and easier to handle than speed-up. Considering this is already a fast game, with speed-up you’d probably just increase the chances of dropping your combo.