We really should wait to see how this pans out. Sounds like they are listening, even if what has been shown seems a little misguided when it comes to “da hardcoriest” (myself included). I am willing to give them the benefit of the doubt for now.
The main things for them to consider are, as d3v mentioned, if it ends up being a hot mess of menus with everyone eventually settling on one set of moves, then it’s a waste of time for tournaments and even worse, the coders/animators. I think they said none of it would be pay to win, but let me just say, if it IS in any way pay for movesets, the game will fail (at least with hardcore FG players).
What I’m hoping (since I like the art style and would like to see this game actually be good) is that the movesets are either predefined a la Bust & Slash, ISMs or something similar or they have very little in the way of customisation, almost like manually assigning gems (don’t cry yet…) in Pocket Fighter before the match starts (do you want to buff your DP or your tatsu to max, or balance the damage on all your moves, etc.).
As for paid content, ideally all gameplay will always all be free, that is to say, characters and their moves. Sell the shit out of extra palettes, hit effects, stages, new announcers, whatever. People will buy that stuff. I haven’t bought much DLC in my life, but I did buy some palettes and an announcer for BB because I loved the game, got it for cheap and wanted to support the devs. Going by my time playing SF4 it seems people will pay for that shit no end.
If you are going to sell characters, tread carefully. See if you can offer a lifetime bundle that will get you all the characters forever for one initial payment.
Isn’t this the same video with the same crappy, pre-alpha gameplay that was posted in GameTrailers?
In any case, this game doesn’t need any more videos showing off characters and art. What we need is proof that the gameplay is being improved based on the observations of core fighting game players.
Its like asking why characters from Street Fighter are fighting on streets or why characters from KoF fight in the tounament to become King(s) of fighters or why half characters in Goketsuji series are from Goketsuji (family) clan or why hamlf characters from guilty gear are “Gears” (or connected with them)…
The same way every character in Tekken fights with their fists. Or everyone in Last Blade, Samurai Showdown and Bushido Blade has a sword. Or how all the characters in Bloody Roar are carnivores.
Actually, since you wanted to be a smarty pants, what I was alluding to was that so many characters with similar weapons on top of having multiple movesets sounds like a lot of overlapping fighting styles.
The fact that they felt the need to list basic bare minimum stuff that most people wouldn’t even question because they are expected leaves me more than slightly worried. Also, advertising pretzel motions is baffling. Does every character have Raging Storm? For what purpose?
Also listing names of mechanics without descriptions of how they work is pointless.
We still do visit the forms, but invite you also to join us on Facebook and post feedback. If you backed the game and want to get involved we have assembled a backer board of hardcore players to be brutal and be heard. In fact we will be pulling the kickstarter this week to regroup and implement a lot of the feedback we are getting and relaunch after E3. We realize we can’t please everyone, but we do listen, and we are open for constructive criticism, and advice. This game has always been about getting the FGC involved, and you are doing so.
You guys who support us please join us on FB, and if you want your free swag we will be giving some out for the backers who joined us on the KS up until this point.
We also are showing really early proof of concepts of the engine and begining to form a final look and feel for the game. The system as posted above as noted is a work in process, we have the ability to do a lot more or a lot less, a lot depends on testing and balancing.
You need to use the gas button for charge moves but you can “stall out” by pressing the button by accident if you have no gas? Theres WAAAAAAAY too much going on here, so much lip service and not even a piece of tech gameplay. I wish you guys the best but this development process is ass backwards. None of the other indie fighters on this forum have given so much information without providing at least some meat behind it.
You guy have already revealed the entire roster but gameplay is coming soon…
Probably a good idea. As much as it pains me to say that. This game has potential, the animations look really cool, the style is interesting. And even from just this really long list of features with no explanation, it seems that there will be a lot of interesting ideas and combinations of concepts we already know.
That being said, I think a lot of the momentum for your game was lost in the period ramping up to this kickstarter. You only started engaging with the people on this forum (and this is an important forum, when it comes to getting fighting games financed) right around when the kickstarter was put up.
As you read back, you can see there was already a lot of confusion and question. Everybody saw a lot of ambition, but so much ambition that people were becoming increasingly sure that you guys were in over your head. The animation fidelity AND the amount of characters you are aiming for is a lot. And then there’s the problem that everybody is curious what the game plays like, and even when the kickstarter started, you guys did not succeed at giving any serious insight into this.
And yeah, like Garou: Mark of the Wolves, a game can look fucking gorgeous, but still be absolutely retarded to play.
That’s my insight on why the Kickstarter isn’t going that groovy, I hope it helps. I hope by the time you guys relaunch I’ll be in a financially better position, so I can back. While I feel that the project is perhaps overambitious, I’d certainly like to see you try and prove me wrong.