Pocket Rumble: 2D indie fighter - Discussion

Damn that sucks… was looking forward to it… oh well keep it 10 bucks whenever it drops.

On to Binding of Isaac afterbirth +

Quinn finally has werewolf form

https://youtu.be/Pm9O-ebpdS4

not wanna doom and gloom the title but at least on pc i think its to late now to gain some decent sales
with bb being out, tekken coming soon + rev2

on the nintendo device on the other hand it will sell for sure very well…might even consider to raise the price a bit when
possible :stuck_out_tongue:

Spring has finally come, get hype!

  • Release is sometime between now and the end of july
  • All dev time has been going to the switch port, but its finally ready
  • Everyone who backed the Kickstarter gets a free code for the switch version
  • In the meantime, team will focus on adding new content to steam version, meaning the steam version will remain in early access to facilitate frequent patches and community testing
  • When all post-release content is complete, the switch version will receive all of it all at once,. in a big update, and the steam version will officially leave early access
  • Kickstarter bosses will be added in the coming months-- first the backer bosses, then the crossover bosses. when all bosses are complete, theyll be added to the switch version in the “2.0” update.
  • Morgana is beginning development after 2.0
  • In order to claim switch keys, forward your kickstarter backer confirmation to support@chucklefish and specify your desired region
  • PDF strategy guide cancelled, $25 tier backers upgraded to $50 t-shirt tier to compensate

So now that this is out, what are people’s thoughts?

I don’t think the developers understand what made NGPC fighters fun. The look is right but the controls are whack. NGPC used punch and kick buttons and tap or press determined the strength of the attack. In Pocket Rumble, the buttons are light and hard attack and the tap or press mechanic changes something that isn’t clear.

I also don’t find the game flows well. It’s harder to land light, light, DF + attack than it would be if the DF was a quarter circle. I’m really disappointed in the final product. Cross Tag does a much better job at being easier execution.

I don’t mind the controls TBH. I’m also not convinced that what made the NGPC fighters fun was the input commands. What was great about the NGPC fighters was that you had SNK/Capcom type inputs (QC, HC, SRK, etc…) with your classic characters, but simplified a bit so that it works with the 2-button scheme, is easier with execution timings or removes the charge requirement for charge-characters. Plus it was awesome to have a close to arcade experience on a portable. This game takes it further and makes the gameplay even more easy to pull off.

Perhaps people are too stuck in playing the old input style, but I feel the DF/DB inputs work really well and is very accessible. I’m also very happy they included at frame data bar below your health. This is super useful for combos and counters. My only criticism is that there aren’t more normals for each character, which admittedly is difficult with only 2 buttons, but they could have at least put in some more normal overheads or varying traversal moves to foster positional play.
Also, I don’t like how Jumping Light attacks are forward strikes, whereas Jumping Heavy is downward attacks. That seems counter-intuitive to me, you would think Heavy should have the distance coverage and light would be used for cross-ups/stomps.

As for the flow, check the game out at the higher ranks. It gets really competitive in the top 300 ranked and you’ll see the flow of combos and mind games are consistent with most good fighting games out there.

Characters are very diverse in this game, and there is a good counter-pick balance to each one.

As for the art, I enjoy the NGPC fighter homage, but I do find the animation isn’t as high in quality in PR. Some characters just animate poorly (Subject 11 and Keiko specifically…though it seems they blew their budget on Keiko’s cat!).

Connections are what I’d expect from GGPO netcode. I haven’t experience much lag in online matches, only drop-outs when trying to initially connect during matchmaking…which is ideal. I really like that after you play your first ranked match, you have the option of re-matching your opponent infinitely, that doesn’t count towards rank. I don’t think a lot of people realize this.
Also, the ability to see your opponents character rank during the blind choice selection is kinda cool, because it can indicate if this opponent is using their best character, and you can match your skill level easier.

For rage-quits they don’t bother with over-penalizing the quitter. The game just awards you with an Automatic win, and the rage-quitter gets the L. No fuss. Besides, the only way to rage quit is to either turn your wifi off, or force quit the game, which is punishment enough because it takes a long time for the game to load up!

Overall, I’m really satisfied with this $10 game. I’ve already got my money’s worth TBH. The controls are pretty easy to get used to, but of course a bit jarring at first. For what Pocket Rumble is, it does really well.

Now I hope they do some balance updates, and perhaps add those stretch goal DLC characters in upcoming releases. I feel there’s a lot of room to grow this game with updates and releases.

I really shouldn’t type stuff out when I’m tired.

I didn’t mean to imply that the controls are what made NGPC games fun. I meant to say that punch and kick buttons with light/heavy variants by tap are more intuitive to the controls on Pocket Rumble. I don’t get what the difference between a tap light vs press light would be. More intuitive controls are better for fighting games. If have more patience in learning PR if it wasn’t such a struggle to comprehend the controls.

Are you playing in a stick or pad? Maybe it’s better on pad as this game feels really weird on sick.

Most of the time, there is no difference between tapping and holding a button. From any standing position, any jumping position, and neutral crouch, each of the two attack buttons do the same thing no matter how long you hold the button. Every character has six normals: two standing, two jumping, and two crouching. The only time the length of a button press matters is from a crouching diagonal. In that situation, tapping an attack button still performs the same crouching normal as you would perform from a neutral crouch, while holding the button performs the associated special move. This may take a few rounds to adapt to, but once I did, it felt pretty natural. That said, I generally found that just going into neutral crouch to do any crouching normals is probably the way to go to avoid any accidental specials. Also worth noting that I’m playing on pad. In fact, due to the nature of the control scheme, I found the left joycon’s d-pad gave me the most consistent and accurate performance, but I can’t speak to how it works on a pro-controller.

Also worth reiterating that every single hit does the same amount of damage. There is no damage difference between a light and heavy attack. In general, light attacks are faster, and heavy attacks have higher priority or superior range. Also, there is no damage scaling. A 2 hit combo does two points of damage. A 6 hit combo does six points of damage. Blocking a special attack causes a point of health to flash temporarily. Blocking a second special in this time period causes chip damage.

I’m playing on a 8bitdo SN30 pad, but I’d like to try it on stick to see if I’d like it better. But I find this game works well with pads.