For whoever is interested, we now also have a Tumblr!
Absolutely fantastic work gentlemen! Very promising.
I like the focus on offense and the big rewards for baiting. The pacing, too. It seems like many fighting games have these crazy combo systems to differentiate themselves from the classics, but really, this type of game is where it’s at if you ask me.
I like the characters; Ushah and Julia are both great designs. Also, very pleased with the Western-style artwork. Reminds me of Thorgal. Definitely a style we need to see more of, and a great way to show this is a European game.
If I can give you some advice, try and make at least one character really crazy and stand out. A solid game is what matters of course, but we’ve got ST and KOF already for that, so you need something to stand out to get people talking about it. Like how Akatsuki BlitzKampf threw in Nazi’s, you know, so people could be all like; ‘Hey guys check out this Nazi game I got, you can play as a tank lol!’ None of that matters at all in the end of course, but it might get you noticed in a way that simply being solid wouldn’t.
That is very kind of you.
About the crazy character, I don’t think we are going to get as crazy as a tank, but we have some more ‘out there’ designs coming up. I hope you will find them satisfying!
Any doll, stand, stance or counter characters planned?
Not like Carl, but we have one that has gimmicky projectiles that kinda fit that description.
Not sure what you mean. calls Phoenix for help
We plan to have a character that goes into an entire different mode for the rest of the round with one of its supers.
Right now we have a grappler with a counter grab in the pipeline.
Like Persona 4 Arena
We’ve been playing a little bit with the idea of doing something slightly similar to person, where some of the attacks of a character are done by some summoned entity. But this is likely to be more of a visual than an actual mechanical feature.
Part of our design principles is that we’re allowed to go crazy with all kinds of mechanics, but that they need to be grounded in the three basic resources we have available for all characters (Health, Shatter bar, Super). We won’t be having separate characters with separate bars/other HUD items etc. Of course there are ways to do stands with the limited resources. Perhaps hitting the ‘stand’ character won’t do any damage to your health, but will greatly deplete your shatter bar (or something), that would come pretty close to simulating the Stand systems in Jojo’s Bizarre Adventure (the Capcom one) and P4A.
As of yet we have no concrete plans to actually do implement a stand system like that though (but of course, all subject to change).
I like how you don’t refer to this game or yourselves as indie. Any specific reason for this?
We didn’t do that with any reason, it just happened. That said, I don’t care about the label, even if its true, we just want to make a damn fine fighting game.
I’m loving the progress.
any new updates
Heh, I was just browsing this thread. Nah, not really. Some internal stuff but our animator is on vacation in Japan and most of us are really busy with school/work, so nothing we can show really.
Gottcha yea it’s hard trying to keep a team together to work on these projects. but hopefully things pick back up. Would love to see this finished.
Oh don’t worry, we have every intention to do so.
We posted up some new animations on YouTube and twitter some time ago, might as well post them here too:
Nice to see work continues from another indie
Hey guys, it’s been a while, but we’ve put up a new blog post, and have a nice new animation to show off:
Looking good, nice progress.