Hum… I wonder, how they would animate Saci’s standing kicks? Unless he’s like Balrog and can only punch I think he will need some sort of magic to kick having only one leg.
As far as I understand, the guy who give them R$30.000 is somehow part of their team. It seems that they were kind of lost about what to do next, and then this guy appeared with ideas and energy to keep the production going. Just watched a few videos. I’m not sure if this info is accurate.
But! pretty glad about the crowdfunding. I supported them as well. And I hope my passista de frevo comes to me someday.
I think the guy you mentioned is the new producer. But AFAIK, he put his money on the game before the crowdfunding campaign started. But I could be wrong.
In my opinion, it sounds horrible. TRAF is an awesome name, like no other. Even Halloween Birthday Party sounds better than “Suits of Fate”.
People complained about that as well. And I do not see the point. I love foreing titles, and TRAF represents pretty well the country where it all begun.
I’ve heard that the reason why the developer came with “Suits of Fate” is that he is a big fan of King of Fighters. So he wanted to make an abbreviation close to KOF (SOF in this case).
Hey, just gave the playable demo a go, and man it’s already looking really good. The guys doing the sprite work and animations are nailing it.
One of the things I did notice is that the characters are all very similar in terms of their movesets, especially when on the ground and to a lesser extent in the air.
I know the aim is to simplify the fighting game mechanics, but with only 5 grounded attacks there isn’t much room to make characters unique. Between having to give each character only one Sweep, Poke, Jab, Anti-Air and Ranged attack, it means they have to either be very situational (leading to some bad matchups) or highly effective (which leads to characters feeling very similar). I haven’t seen high level matchups, so this is pure conjecture on my part.
I really like the idea of cancelling moves using your super gauge. I was already able to string together a couple of cool combos using the system, and I also like that being aggressive (attacking and dashing) fills up your super gauge. It can sometimes feel quite expensive though if you string 3 moves together at the cost of 2 Bars. Maybe consider making the first cancel free, and subsequent cancels cost meter, just a thought.
Another suggestion would be to give the player the ability to choose which direction they throw the opponent. This is at the core of the mixup game in the corner, and I believe it would make a strong addition to the game.
I really look forward to how the game progresses, and can’t wait for a practice mode to test out some of those combos