Oh, detailed feedback! I like it.
First off I just gotta say that I LOVE the game, and any criticisms I may have are merely constructive and my own unimportant opinion. I can be a little nit-picky with games so please don't be offended by any small criticisms. This game is awesome and I simply want it to be the best it can be ^_^.
First of all, thanks for your time testing this. I really appreciate it. Second, I never took it personal and I like when people give honest and straight feedback. You don't need to apologize, throw everything at me
Before I reply, I need to explain or remind you guys of something very important -
we are trying to ballance something unballanced by default. Trying to ballance characters that are already unballanced per se its a very hard job. As Stan Lee said, in a fight between two super heroes, wins the one the writter wants to win. For example, how people with a knife can hurt Hulk...if even Wolverine has hard time with this? People with simple guns could not even harm Hulk, and just ONE blow would kill the enemy, if we would going to be faithful to the game.
So we never will be able to ballance the game 100% - because you will end being not faithful to the comics. I am trying to be somewhere between ballance and faithful. Its not an easy task.
Now lets continue. Keep in mind that many points were already fixed on the newer versions:
I'm thinking some moves should ignore bullets because almost every character can be shot out of a move.
But everyone can block the bullets (with no damage). Many characters can dodge (
or
wil make them aovid the bullets), all the characters are 2 or 3 seconds invincible when the rise and you can even rise attack (
+ attack while you are down) an enemy - and this move is invincible while attacking. So there are plenty ways to avoid damage.
For example, 80% of the time I try to use Quicksilver's Meteor Kick, he gets shot out of the air before it connects and with so many gunners it's almost impossible to line up the move without being shot.
You have a valid point - When Quicksilver jumps, the collision box (or bbox) should not go until his feet. Instead, it should stop at his waist (you aren't supposed to be hit by low attacks while jump). I checked his move and I think I can reduce his bbox to make him to be not so easy to beat.
Dash attacks are another example where a character can just be shot out of it. It certainly makes sense in terms of realism but it can be frustrating to have your momentum constantly switched off by flying bullets, especially when there's 4-5 gunners on screen and you're being bounced left and right, lol.
hehehe you need to really use 100% of the character has. He is a speed based character, but this doesn't means you should RUN DIRECTLY to something with him. You need to abuse of the dodge move. I made Quicksilver even faster on the newer build and gave him more life, so he won't die so easily. But you need to learn how to control him. If you see me playing with him, you will understand it - I barelly get hit with him
Quicksilver is one of the hard to ballance characters. If I was going to be faithful to the comics, almost NOBODY could hit him...
I enjoy playing as acrobatic characters and I like jumping in general, but many OpenBOR games seem to discourage jumping by having it be nearly impossible to jump without getting hit. I'm not sure how easy it would be to fix this but maybe it could be looked into?
Dunno if you know my Mugen works, but I am know for making hard stuff. My characters, most of time, has an very aggressive AI and can beat you in few seconds (many of my characters are used as a challenge in youtube videos, and some already won AI championships). So I liked to make the player life...HARD, lol. So you can jump at the enemies (just few of them has upper moves to hit you), but you need to calculate your jump or you are dead.
About the gunners, they can't shoot from outside the screen anymore (many people complained about this), so they aren't that hard anymore.
I only just learned of the move in which you hold the attack button for 3 seconds and release. I definitely feel like 3 seconds is too long. It's hard to judge and often I find myself walking in circles waiting for the move to 'charge' and putting myself at risk of being hit when it's much faster to just use regular moves and specials. Perhaps just reducing it to 2 seconds would do the trick or maybe even give it a different input that doesn't require holding the button. I believe 2 seconds what they used in Streets of Rage and that always worked out ok I think.
That isn't, exactlly, my fault. I don't like how OpenBOR works with chargeattack - I found it fails a lot of time where it shouldn't. Sometimes you hold the button for 3 seconds and it does nothing. But an easy way to trigger it is to jump attack and hold the button - once you touch the ground, release the button and it will work.
Believe - this bothers me too. I will take a look at it on the future.
I'm really glad that guard is getting it's own button because the Down+Special input is awkward and I keep using my special by mistake and draining my health when I'm trying to guard, lol. Also, will the new guard last as long as you hold down the button (like in First Alliance 2) or will it still only last for a few seconds? I definitely prefer how it worked in FA 2 where it just lasted as long as you held the button, and characters like Phoenix who were protected from behind as well with barriers. I'd like to see that return in this game as it would make the gunners a lot more tolerable. Having guard only last a couple of seconds is disorienting at times and makes me less incline to use it.
Things will work differently on my game. Some characters are (now) able to hold the guard, like Captain America, and will be guarding forever until you release the button (I need to make it cost MP), some will be able to guard just for a spilt second, like Quicksilver, because you aren't expected to turtle with him...since he is a speed based character. With chars like Hulk, Namor, Emma (diamond) and Thor (now), you don't even care to block because they can't feel the hit
I really enjoy having lots of colour palettes to choose from in beat'em up games. Super Final Fight Gold is the best example of this so far because it has like 8 per character. I'm glad this game has them too but I was wondering why Iron Man's trademark red and gold colours is an alternate palette instead of his default. Was that intentional or just an oversight? The all blue palette for him is a little unappealing too. I'd definitely recommend adding a second colour to the blue or choosing a different colour entirely since he already has a blue and gold one. Perhaps green and gold or green and black?
This have a reason, a small detail I am having a lot of patience to keep using it:
All the colors are real costumes all characters had used all along those years.(except fort Red Hulk). I have done a lot of seach for eveything on the game (stats, powers, costumes, bios, etc). For example, take Thor as an example:
(original sprite - smart pal - Classic - Marvel NOW - Gold Armor - Norvell - Ragnarok - Movie)
If you search for Thor information, you will see all those costumes. Some palettes has different moves for him, for example. The same happens with Iron Man. This is why I can't simply change colors of any character.
About Iron Man main color (something many people complained about too), that is because that was the official color for Iron Man (better saying official armor) back when I started the game, as I saw at
Marvel Wikia. Now it seams that his colors are red and yellow again, so I will make it the main color again. You will noticed that his legs are red, as in one of his armor. This was intentional, because I like to make each palette as different as I can. Vision already has a palette from the Age of Ultron.
About making palettes, most of them are already covered, but if you want to fine tune some of them, I can send you something to work - there are somes which bothers me a tad.
I'm really excited for it and I can tell that you're putting a lot of hard work and effort into it, even with little things like having different vehicles for different characters. Small things like that really do make a difference and I want to thank you for going that extra mile ^_^.
Thanks! This gaves me a burst of motivation to keep going on
Thanks for all your time, I really appreciate it!
You can check my other works at
GameJolt or at my
website. Feel free to give feeback to all my works if you want to
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Now some progress report:
- All images were converted to GIF (no more .PCX even). This made the game loads faster, one of my main issues with it for ages.
- All musics were optmized - and this reduced the file size overall.
- Captain America and Quicksilver sky mode are completed. Now working with Iron Man.
- All charactes will have different speed and abilites while flying. Some can turn around, some can dash, etc.
- Dunno if I will make Hulk using a vehicle (although he already used it on the cartoon, I don't think it would make sense). Maybe use Banner instead?
Thanks for the support, guys.