The Chainsaw Incident (new 2d horror fighting game)

@Origo_games Honestly, it looks like style over substance. You guys are aiming at 20+ characters (which is a lot for an indie project) and the hud and effects are too busy and overshadow the fight. I understand that it’s an alpha and you guys are trying to build interest and you’ve captured my interest. Now show me something. Show us gameplay. Actual real gameplay and not just two characters doing a couple of random special moves. Show us how the game is played and what makes it unique. Show us systems.

I’m not Zinac but:

-Add hitstop
-Add high/low mixups
-Remove foreground elements that cover the characters.
-Increase the contrast of the lifebars.
-Fix jumps
-REMOVE the clash mechanic.

d3v: We definitely are doing all the above, and yes we are really aware of the life bars, artists will be artist and there will definitely be changes as we progress in development. The backgrounds are being upgraded to 3D as we speak to help also with the clarity of the fighting and make it much less cluttered. And foreground elements will be eliminated. As for the clash there is reasons behind it, but we will see as we move forward.

Alexis: We can easily say that we feel the story and brand comes first in Japan, we develop this then find a project to best suit it. This is how we began this project. The gameplay system is still being designed, and as we said we are only 15 weeks now into development part time. We are trying to get to the alpha stage. We can also just as easily say please back our project so you can better get involved with us on the alpha development and really help scope the project. We have a lot of room to go, and with Onoguchi leading the technical side we are very confident in assembling a pretty amazing team.

Monday we will be announcing 4 more characters (regardless of when they appear in the game) all the characters play a roll in the story of the project.

By beta we plan to have all the following done, but all is very dependent on the funding.

8 Characters (community voted for which order we develop)
8 Stages
1 Boss (2 planned)
Basic move set (we will add clone characters in later milestones)
Arcade mode (Classic style)
Vs Mode
Online: Ranked Matches+
Card System (for in game unlocks, as well as betting for matches) We use cards to put down an ante for ranked matches. This is not a pay to win system
Custom Stage Editor (Alpha) Some cards unlock background items, you can set your own theme and then bring it over for online matches)

Hope that answers your questions until now, as well as your suggestions.

Just make sure it’s easy to understand everything that’s going on, both to players and people watching it (at least those who understand the game somewhat.)

You should try to have a training mode too! Even a temporary basic one with just infinite health would be better than none.

I’m more willing to believe this is an actual In-game screenshot, rather than whatever we saw in the trailers. Thats cool, the game is in-development, and this looks like it has alot more room for improvement and its something I can actually get behind supporting.

The trailer on the otherhand looks terrible it seriously looks like something someone threw together in Sony Vegas or something and tried to pass it off as a “fighting game”, its nothing but flashy effects and its really turning off alot of potential backers. Plus its not really helping that you’re trying to market this to hardcore fighting game fans and the first thing they see is the trailer.

Akiro, the shot there is of the original training stage! glad it appeals.

The reason the hit stops are not as apparent in the trailer, is because the system was not in place to limit the animation frames. Right now we have thousands of frames of animation. Everything takes time, and for us to really get into this we need to get the entire team full time on the project.

So it’s great to hear feedback on the video, but look at the project overall and realize we have a lot of amazing things coming.

Cheers.

D3v answered before I had the chance, but Ill add to this. Specifically the video seems to indicate you can’t jump high even to even cross over your opponent.

Its unfortunate that it seems like you guys almost have to go backwards and re-introduce this game to the FGC. But better late than never.

It was pretty criminal for this “gameplay footage” to be a mock up of how a game will play out. But hey what are ya gonna do

@ORiGO_GAMES‌ why dont you ask some FGC youtubers or streamers help you PR the game (and kickstarter campain)?

Looking forward to see how this plays, but the art is stupendous. I’m a big fan of horror themed/monster design. Visually this looks like it is by a major studio, if it is as impressive gameplay wise this could make a huge splash.

So what exactly is the gameplay design of this game? Is it a chain or link based fighter? You go I go a la VF or frenetic like Guilty Gear? Heavy on the footsies or a big combo game? What are your basic principles that go into making this? Right now you’ve got some graphics, backstory, and not much else

The gameplay planned resembles SNK fighters, not so much Guilty Gear. Its very early, but we wanted to bring something that touched on what we thought was missing the most right now in terms of gameplay. So consider it a cross between MOTW and SFIII, with our own unique twist.

A lot of people ask about the special moves and why there are more than one set. We will launch the game with the first set at beta, any additional will come when we can get it done, but the end goal is to allow you to select a set of moves instead of super moves like on SFIII.

Well I got to the gameplay part of the video and there’s still tons of horrible filters and looking at the screen hurts my eyes with all these fields of vision and shit too. So I’mma bounce on outta this one for good.

The game part has only been in development for 14 weeks, and does not represent the final gameplay. Remember back in the day Skullgirls looked like this in pre-alpha https://youtube.com/watch?v=JVE1Zj1mgzs&feature=youtu.be We open the floor to the community to get involved with us even at the development phase and turn this into a great product.

Just an opinion:
If you want a really good base for a fighting game just pick Akatsuki blitzkampf.
Its oldschool enough to resemble any oldschool fighting games you want to resemble.
Its very noob friendly but has rather high execution celling (im not that good, but some characters has very tight link based combos).
*everyone has chains so newbs can do something and combo intensive characters has combos with links and tight timings.
*Supers done just by pressing all three buttons (ABC). (Throw is AB, parry - BC, and taunt - AC)

It has parries (aka reflector shield in akbk) that “done better” than in 3S.
It has very specific damage scaling system: 100%,75%,50%,25%,[25%]… that system is “clear” and I think helps to balance the game (all supers are multihit).
It is simple to understand, it should be rather simple to recreate and balance. And you can add something you want because of its overall simplicity.

Mix of MOTW and SF3? I’m out. That sounds terrible, unless you’re only saying that to sound OG in which case I don’t trust you. Either way, I’m out.

Its not a mix of either John, but if you need some comparisons this is what we are going to say for now. The select system similar to SFIII IV but for special attacks. Gameplay more like MOTW but not really its the closest thing we can compare it to at this stage.

Well how about instead of saying “It’s like _________,” you instead outline what the mechanics are and how they work, because when you say “It’s like _________,” you make me think your game is going to have the same problems that games has because you make it sound like the template for the game.

Are there going to be short hops? Do those hops have the same awful recovery Garou hops have? What is the juggle system like? Is it all launcher specials relaunch forever like Garou? Are there parries/just defends? Does that mechanic have no recovery? Are you giving supers 1 frame startup? Is there a feint system? Are there breaks?

The selecting movelist things sound like a bad idea in my opinion.

Is this geared towards the fighting game community or casual gamers? Again, these are important questions.

I just dont get it in that, ultimately the endgame will have people picking the best movesets from the characters. When those resources should be better used on something like, a completely brand new character.

I’m so confused. Theres so much ambition in this project. I’d love to see actual gameplay before I hear about customizable movesets.