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I think it could be good to have a cooldown on certain moves, like fire, or dodge? I'm no fighting game expert, but just felt like it could be a good thing to not have some cards available every turn, akin to an ultra in a fighting game or a castleing (don't know the term in english) in chess. maybe add an special card that can be used once your life is drained to a certain percentage?

The game is very good, congrats!

Oh, i was playing on the webbuild, will download to see all the features, maybe it already has what i said, sorry

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It's a pretty cool concept. I being the button-mashing person that I am did end up clicking random cards. But I as I played I got the hang of it and used my brain to strategise. It's pretty neat. I love that you included a web-gl version.  Performance is spot on and runs well on almost everything. 

Suggestion :

I mirror what Okizeme has to say but I haven't tested on mobile. It just needs some additions like a battle deck, Special moves, something to stun the enemies. Also, this may be a technical limitation but the players just going through each other at times does slightly take away from the experience. 

Overall, love the concept. I haven't encountered any bugs so your safe for now. So thanks for the game and peace. 

Thanks for the feedback Thisas. Yeah its my dream to make a serious project like this, I am a huge fan of both fighting & tactics games. But in truth I don't know how realistic it is for me to make anything more that this for the idea, only because i'd be a perfectionist & would spend 5 years on such an idea making sure every detail was spot on.

Careful. You might make the next cyberpunk 😂

But in all seriousness, I'd be glad to test out any of your projects. If my potato mac can run it. 

Peace ✌🏽 (ノ◕ヮ◕)ノ*:・゚✧

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Add combos, and how long opponet will be stun for cards

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Add low/mid/high/overhead blocking, Parrying, etc. Also should add more chars with their own moveset.

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This is actually a really fun concept. It definitely has the strategy aspect you were going for. Also, has pretty impressive animations and art for something done in a week. You did a good job of picking actions that flowed well together. Superkicking an opponent away, waiting for them to charge in, then jumping and landing right as they get under you was pretty satisfying. This could have the potential to create really complex looking fights between two people who spent time planning for their moves. 

Suggestions:

Fully aware this could have been a technical limitation, but I'd be interested in seeing the actions play out at a faster speed. And if not during a fight, at least during the replay. It would be interesting to watch the fight back a full speed.

Saving multiple replays.

Customized Loadouts.

Letting players rearrange cards.

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Yo thanks Jarellh94. Yeah I dream about making a game like this but taking it serious just for the replays alone.

I didn't spend too much time optimizing the playback speed, but I thought it ended up at a good place, can you tell me how you experienced ultrabouters? On mobile?

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I played it both downloaded on PC and on mobile. It ran really well. I didn't even realize you could play browser games full screen on mobile. (Will keep that in mind for future projects.) I DID run into an issue where my replay changed the actions of the fight  and ran out of moves before finishing the fight, so I got stuck watching the replay and had to reset. 

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yeah, aha. about that. Because I wrote this game so quickly, the engine code is pretty sloppy, & there is some probability that the replays will desync. The solution was to store more data for the replays, but I had to move onto the next project. I apologize about that xD

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multi player plz

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I will try & add it! I think that'd be fun!

:D

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please leave some feedback eh? :D

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