
In short, yes, the idea of a dragon-based finisher is good; however, it's not a priority here (if someone wants to take it on, no problem).
The difference is that I am not the author of the topic but Sindor, so I have no control over it.@kimono how different is everything going to be? I worry that having a new topic for only small differences is going to create a mess and confusion, A new game title and direction from this one would work. Legend Of The Golden Axe for example, Last thing we want is multiple threads for different version of the same game.
Thanks Danno; since I'm not the author of the first post, I can change the title to Golden Axe Remake 1.5.@kimono I've made you resource owner so you can now have control over the resource, uploads, discussions etc
Thanks Danno; since I'm not the author of the first post, I can change the title to Golden Axe Remake 1.5.
Public version 1.5 is finally here!
- 32 playable characters (instead of 3 in 1.4)
- New Skeleton select (with blood + stage 0 WIP) Eagle Stage, a bonus stage between the Castle and the Extended Level (a remastered Genesis Showdown level)
- An in-game NPC menu
- Plenty of new attacks like a stab (mid-range attack), special down, forward, attack, and up/down attack attacks
- Defensive moves: a dodge (double tap up or down), holding the back button on Pain for a small backward jump, holding...
This is balanced by the fact that special moves don't actually do much damage. As I've mentioned, they are largely to add variance and some uniqueness to the game. The extremely spammable ones have the same damage as a normal run attack or normal jump attack. Jump attacks aren't blockable either, so yah, no big deal.Characters' special moves bypass blocking, or their range is huge.
What do you think - would it be a good idea to limit special moves, for example: restrict special move usage to once every 5 seconds?
The block is configured to absorb up to 32 damage, after which it becomes extremely vulnerable.Characters' special moves bypass blocking, or their range is huge.
What do you think - would it be a good idea to limit special moves, for example: restrict special move usage to once every 5 seconds?
But Sara's special move (↑↓) can be spammed without moving from the spot, wiping out the entire line of enemies from a distance.This is balanced by the fact that special moves don't actually do much damage. As I've mentioned, they are largely to add variance and some uniqueness to the game. The extremely spammable ones have the same damage as a normal run attack or normal jump attack. Jump attacks aren't blockable either, so yah, no big deal.
When designing these moves, rather than gate them behind cost... I figured to just let people have fun and use them however they want. Fun allowed. So the trade off is they generally do as much as a jump attack, maybe slightly more in some cases but usually not. The most powerful is the same damage as the running jump diving attack.
That being said, I'm actually glad you think they're a bit much coz my overall design philosophy was to make them LOOK strong without actually breaking balance.
I should also mention that the real purpose of the special moves (at least the d f+a one) is they trigger decapitation. They are basically the decapitation move redesigned to give each character some uniqueness, especially GA1 vs GA2 characters. But ultimately, you could play the entire game spamming them and it'd be equal to using only the divebomb attack the whole game.
That's largely offset by the fact she is literally the weakest core cast member out of the lot. She has the lowest range on her attacks, lowest overall damage and the smallest hitboxes.But Sara's special move (↑↓) can be spammed without moving from the spot, wiping out the entire line of enemies from a distance.
Death machine))
I agree, improved AI would really solve this issue and make the game more interesting.That's largely offset by the fact she is literally the weakest core cast member out of the lot. She has the lowest range on her attacks, lowest overall damage and the smallest hitboxes.
That blade throw isn't invincible either. She can be hit during it. If things are feeling too easy... It's more down to the AI again not avoiding the player's Z plane positioning. What needs to be improved/fixed is the mob AI overall as despite some improvement, it's still too easy to bunch mobs up.