$5 on them having MLP themed colors for the first 6 characters.
ARIZONA GROUND STOMPS XX LASSO COMBOS ALL DAY LET’S GO
$5 on them having MLP themed colors for the first 6 characters.
ARIZONA GROUND STOMPS XX LASSO COMBOS ALL DAY LET’S GO
I still can’t believe there’s only two more days until we can finally support these guys, it’s been a long time coming.
Looks to be a very vortex/reset heavy game. You can tell because it has a Skullgirls style undizzy meter.
If it grabs any mechanics from FiM, that’s a possibility.
Raw Arizona vs. Velvet gameplay footage. NOTE: We are less than 12 hours away from the start of the crowdfunding campaign!
Hitsparks change when undizzy hits max, which indicates that it does work somewhat like Skullgirls’ implementation.
It looks like the green bar is a juggle decay bar.
Link to the campaign!
https://www.indiegogo.com/projects/them-s-fightin-herds#/story
Since Indiegogo takes your money IMMEDIATELY, I can’t back it until the 3rd. Good thing the tier I’m going with is unlimited.
I’ll be keeping my eye on this but I’m still waiting on my zebra grappler
I have no interest in playing this game, but I am interested in seeing how a cast of quadrupeds compares to a cast of bipedal humanoids in gameplay purposes.
I’m noticing there’s no Rainbow Dash equivalent in the cast, yet. Possible boss character archetype confirmed?
If anyone involved in this game’s development reads this thread, could you at least change the name to just “Fightin’ Herds”? Because “Them’s Fightin’ Herds” seems like it should be more of a tagline or subtitle.
I’m guessing they just haven’t revealed her yet, it sounds like the boss will be some sort of super predator. Then again, in the FAQ they mentioned that the unrevealed character has an appearance in the pledge reward graphics, and the only thing that I can think of that definitely stands out is the eye in the “Alpacan Weaver” tier. The eye itself looks reptilian, so maybe a pred?
Looks like a competent fighting game which is plagued by the same problem that Skullgirls has:
I don’t care about the character designs at all.
It looks like the green bar is a juggle decay bar.
Interesting that they linked the undizzy bar to progressive gravity. While it takes out the whole burst component, it still promotes reset heavy play since players will be encouraged to reset early to reduce the undizzy.
That said, what’s worrying about this is that it’s a less foolproof way to guard against long combos and infinites, and the dev team will have to guard against moves and situations that can possibly bypass it.
Sigh…
I really wanted to like SG but the gameplay drew me away, if this game plays remotely similar i think it will be GG for me.
I still plan to support its campaing, but i surely wouldn’t play it.
Sigh…
I really wanted to like SG but the gameplay drew me away, if this game plays remotely similar i think it will be GG for me.
I still plan to support its campaing, but i surely wouldn’t play it.
An engine is just an engine and it doesn’t really indicate whether or not a game will play like another.
As far as we know, the only thing that the game shares with SG is the undizzy meter, and even then, the implementation is quite different (gravity scaling once undizzy hits max, not a burst). Unless of course, the reset heavy nature of Skullgirls later builds is what you don’t like.
An engine is just an engine and it doesn’t really indicate whether or not a game will play like another.
Hello? I know that.
As far as we know, the only thing that the game shares with SG is the undizzy meter, and even then, the implementation is quite different (gravity scaling once undizzy hits max, not a burst). Unless of course, the reset heavy nature of Skullgirls later builds is what you don’t like.
Is the bolded, i fucking hate how SG plays, is not my cup of tea, i can appreciate the skill of high level play and enjoy watching matches from time to time, but playing it? nope, just nope.
I can’t believe there’s already Rule 34 art of this game, when it’s not even 2 days into the campaign