Wishmere - out now!

Thanks a lot for the feedback guys, positive or negative comments, we’d like to get as much feedback as possible from those who are interested! To hear what the community thinks of what we’re doing is tremendously helpful during development.

@ Magegg
It might look a little slow, but movement-wise it’s quite fast (at a KOF-like speed I’d say). Perhaps the animations have too much recovery lag?

@ StoneDrum
You’re not all wrong. As per the first post, Wishmere is up to 4 players, similar to a Smash style game. So the space is to allow for 4 players to fight on the same screen. And also, it was once a beat-em-up hybrid (also with a Versus mode) but we’ve rehauled collision, the system and the gameplay to something closer to a Smash and Blazblue / Guilty Gear lovechild.

yeah it just seems that if there are only 2 players, it would not be near as fun. maybe when theres only 2 players, the game space should shrink? The two remaining players could hop to the smaller platform in the back, and the camera could then pan over to that platform. that one in the back seems a great size for 2 players. Also this gives me another idea. for how youve set up the game, ring outs into the water could potentially add a whole lot to the metagame. it would force a better control of space, and pressuring the opponent near the edge could be really fun. this has me thinking divekicks could also buff the game some

with what magegg was saying, i dont think it looks slow per se, but rather that something just seems missing in the pacing of the game. Maybe movement options should be rethought or something. make it a movement heavy game, with fast and cancellable dashes, longer travelling air dashes maybe? Idk. significantly faster jumps would probably help a lot too

also just wanted to add i really like what you guys have done so far =)

I think the game look pretty great in its current form. Changing the screen format can cause some problems.

Thanks for the constructive comments guys. Perhaps with more footage of our more agile / mobile characters, maybe might help? Earle and Dove are characters with average movement speed, though irregardless, we’ll keep an eye on the pacing of the game as we develop. The good thing is that we’re in Early Access, so that’ll give us plenty of time for players to give their feedback, and then implement anything that would really make the game better.

As per what keo-bas said, changing screen format may lead to a lack of uniformity in design, though I can see where you’re coming from. For now, we’re going to see how things go without the ring-outs or changing screen format. I appreciate the idea though (it’s very different)!

https://youtu.be/yH23NtkTmco
Update is released!

Hey guys, just wanted to let everyone know that the update is live! You can get Wishmere on a 30% discount on Steam, Humble or itch.io.

We’re working hard on our next update, which will bring out two more characters and a handful of other things. Let me know what you guys think and if you do happen to get your hands on the game, I’d love to hear what your thoughts are on it.

Seems fun I might pick it up when I get a chance

Got working on revamping the backgrounds (to make them look more proper and changed the perspective of the backgrounds). So I thought of showing some more 1v1 gameplay of the game:
https://youtu.be/7qyohJGNPzs
Some bugs that need to be fixed in there (throws registering the counters for Sabson, some air-to-air hit trajectories, Pandy’s projectile gives the opponent and herself too much meter).

Love the animation of the water in the background.

Thanks. I was nitpicky over it (I really wanted it to look like it was flowing) and it became a real pain to do. Fun fact: there are 2 other versions of the water that I sprited and was not happy with and junked them.

Here comes 2 new challengers! We’ve added 2 new characters to the game:

https://youtu.be/X4HOGdpAkPU
Duu Shen is focused on keeping the pressure on, has long block strings and high juggle damage.

https://youtu.be/mn4_IM48PnA
Spritz is a grappler with lots of nulifying defense (projectile sponges, 1 hit autoguard).

All backgrounds have been changed to a better suited perspective, some rebalancing, added new stage and other things have been added. If you’re interested, Wishmere is 30% for the Winter Sale on Steam, do pick it up. Happy holidays!

My apologies for being away from the thread for some time! Lots of dev related things to get done, it’s been kind of hectic. Anyway, we’ve added our final character, Doubt (who is also the antagonist) to the game.

https://youtu.be/gF0tn2bmO_Q
Doubt excels in space manipulation, forcing opponents into his space, allowing for stuns and an unblockable setup.

https://youtu.be/4lFkoQ1GeNA
We’ve also amended the game’s hitstop speeds, using Guilty Gear Xrd as a comparison. This hopefully gives players and the audience time to decipher what is going on screen. What do you guys think of it?

We also added in a Tutorial Mode to the game, going over all the system mechanics of the game. We should also be coming up with a free demo of Wishmere sometime. Hopefully, this will give people an opportunity to play and test out the game to see if they like it (or not! :)).
(made a slight update on the first post too)

What a strange looking game. I will certainly have to try that upcoming demo you mentioned.

Big apologies for being away from this thread! Dev has been hella hectic.

Check out a recent quick match video we played:
https://youtu.be/KpGlyswp1fE

Wishmere is coming along well. We’re about 90% done with everything, just a little fine tuning and QA work left to go. Thanks so far to everyone who’s provided feedback, it’s been super helpful.

We’ve just released a free demo on Steam! You can get it on the Steam store page (just look on the right column where it says “Download Demo”). The demo version has: 1 playable character (with all 13 colors), Versus Mode (2 stages available), Training Mode, Tutorial Mode and 2 challenge maps. We’ve tested the game out with a variety of controllers / fightsticks, but if your fightstick / controller doesn’t work, do drop let me know the name and model and we’ll look into it!

Do let us know if you’ve got any feedback.

I totally missed that but I will get the demo and try it in a bit.

No worries. We saw your post on our Steam forum and I just wanted to let you know that we’re working on fixing the issue you mentioned. Once it’s fixed, I’d definitely like to hear your thoughts on the game!

Well thanks.

Hey PurplePonyArcade. Just wanted to let you know that we’ve just rolled out a hotfix for fightsticks. Hope it sorts out your issue.

If it hasn’t been fixed, we’ve also added a function in the Control Config menu, where you can press Square (PS) / X (X-Box) and it’ll list your attached devices. If you can screencap the list of attached devices, it’ll help us fix the issue. Thanks.

For some reason I can’t access the Discussion section on Steam for this game. Oh well. I can confirm that both my sticks now work very well on the game with no issues I can find currently so that patch did just what you said it would.

Great, that’s awesome. Thanks for letting us know that your sticks work!

Weird that you can’t access the Discussion forums on Steam. I just checked the forum and hub settings for our game on Steam, and there doesn’t seem to be any reason you wouldn’t be able to access the forums. Maybe you could try screencapping and sending it to us, and I’ll forward it to Valve.

I dont know. Every time I click Community Hub or Discussions now it goes straight to the store page.