Need testers for adultswim fighting game

Just posted a new build with some polish added after playing a bunch last night.

I also added a “hyper extra”.

The hyper extra is earned if your opponent doesn’t block your hyper combo perfectly, your fighter will begin glowing and you will be allowed to do a fast strong attack at any height after your combo finishes. This nearly guarantees a hit. If you get hit before you use you lose it.

I think the hyper duel speed is actually just right. I’m not really interested in being hard to start one. It’s also fun playing with a human opponent you can wait until the last second to start the duel and throw them off a lot of times getting in a few button mashes before they realize you’ve started a duel (admitedly not as cool against the AI).

As for the button mashing hyper intro it is still related to skill because the number of times you have to push the button is related to how full your star guage is, and while a little more straight forward button mashing speed is a skill :wink:

Also tweaked damage and AI ramping. Enjoy for the weekend!

Brento the button mashing isn’t a big deal because it is based on stars. Someone with two stars vs. someone with six stars isn’t a contest…the result is pretty much predetermined.

THE GLOW!

Anyways, good stuff. I think the Hyper glow was what the engine really needed as far as the offense was concerned. However, the Zhong vs. Westone glitch is still there and the ability to use arrow keys/WASD to manuever menus is really needed. Pause and the new engine changes need to be updated in the in-game tutorial.

Something else I noticed was that whether you mash or not, you seem to recover the same amount of life when you get up from a knockdown. Obviously, you’d rather mash since the opponent will be using this time to gain hyper but just wanted to make note of that.

i’m digging the glow… wish it was actually in there more (maybe as another special button “n” or something).

sometimes i’m not getting my no-preview attack when i do glow though. it happens often enough with all the characters i’ve tried.

the initial speed still feels slow… well, it looks like my computer is chugging instead of how the game is supposed to be. I’d like to see instead of when a hit connects and the speed counter goes back to “0” that maybe it gets cut in half (from 4 to 2, 10 to 5). this assures that the game doesn’t come to a screeching halt every time a hit connects, and the game speed will scale back to easy mode when too many consecutive hit have connected. so if we go on a huge blocking spree, we can be treated to a nice session where moves are fast and if one person uses this to get consecutive hits it will scale back quickly so that the defnding player can regain some defense.

Doing this would scale the game towards players skill level. right now, most of the game will be played in the 0-10 speed range. but if you scale back the speed in half, you allow players to keep the game flow they’re comfortable with without having the game completely reset. This in turn, lets them play at a good pace and lessens the amount of blocked attacks needed to get to that pace again. if two players can’t adjust to a level 10 speed, the game will stay at around the level 5-7 speed on average. if a player’s breaking point is around 30 you’ll see the game stay mainly around the 15-20 speed point. this could maybe even be scaled back to 2/3rd’s speed (from 6 to 4 from 12 to 8, 40 to 30).

but as it is, the game is good. i like the glow, the speed increase is good, and the game feels much smoother outside of the starting speed. good luck with everything.

Can I get a PM for the beta please?

That is a very good idea about cutting speed in half instead of resetting it entirely. I’ll try that for sure. I’ve also noticed inconsistancies with the glow attacks, I’ll look into that.

I’ll be closing the beta for now, but I’ll probably post it again shortly before release.

Thanks again for all the comments and ideas!

Hoped for it to be up a little longer but at least you got good input. Just a few more tidbits on Westone’s counter. I noticed that it seems to have slower startup than Duff’s counter (I’ve been low kicked out of the startup on occassion) and I think it’s a hitbox issue on why he can’t hit Zhong (she jumps with her quick hit while he does a foot stomp).

Yes, Zhong is immune to Westone’s counter because she is jumping. I will change that, and the demo will still be up for a little while longer, I just won’t be updating it.

The build is still coming along, I will make it public again for testing at the end of the month when we have a near final version.

Thanks for all the great input!