Hi Kratus,
I have played this game alot over the last year. I mostly play with Adam, because I like his moveset the most. This post is about making some requests that I think are improvements.
The reason I'm asking is because I love your game, and I'm going to be playing it for many years to come, so I have a vested interest in the game being as good as it can be.
I'm asking for these modifications in the context of Adam, but they may also be applicable to other characters.
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1. When rage/super is turned off, please make pressing the specials button perform the normal 1-star move, without having to press "forward > forward > special" to do it. Currently, pressing the button does nothing, even when you have stars.
It is important to keep the lunging forward movement that occurs with that move, because it's important for connecting against opponents that are a little away from melee range -- that will allow for using it for combos and juggles. That is, pressing the special button should act as if the character did a dash and immediately did the special 1-star move. This includes when standing, walking, and running, pressing the button should do the move.
2. When the 'OK' bar fills up, please give a little sound effect to indicate this. This would be similar to how getting 3 stars plays a little sound effect. This way, it's not necessary to continue glancing at the top-left to keep track on whether it's up or not.
3. When setting the energy button to charge attack, which for Adam is the kick, please make it so the kick links into more attacks. Currently, there are a few moves that feel like they should link into the kick, but do not. When playing, you get the feeling like they should -- your hands natually want to do those combos, but they just dont work. The following would be ideal:
A. 1 punch into kick
B. 2 punches into kick
C. On 3 punches, which Adam does an uppercut, it could use about 2 frames less delay before the kick comes out.
D. During the rush elbow.
E. When doing his normal front slam, about 3-4 frames less delay before he can kick.
F. The 1-star punch should be linkable into the kick.
4. Today, it's possible to assign the special move, energy move, and charge-attack (extra) to a button. Getting them to perform their action requires a timing like fighting games. For some players, they might find some value to that timing but, generally, this is not a fighting game, so having to time presses for combos doesn't have the same value as in a fighting game. Being a beat'em up, it has a more lenient combo system. I think it would be an improvement to be able to _hold_ either of the special, energy, or extra button and have the move come out at the earliest possible time. This would help out alot with juggles; it becomes less about precise timing, and more about button sequence choice.
5. Currently, the special moves can be set to the following modes:
a. SOR2 life
b. SOR3 'ok' Bar
c. SOR4 recovery
Pretty please, add another option for "SOR3 + SOR4", which works as a combination of the SOR3 'Ok' bar, and the SOR4 recovery. It would work in the expected way:
The 'OK' bar gives you a free special move. When pressing it without being full, it would deduct recoverable bar, like SOR4. The timing of the 'OK' bar and the recovery speed should be exactly like they are today.
As it is today, pressing the 'OK' without it being full and getting life deducted feels like the player just made a mistake. Like, "dang, I didn't press it at the right time". It's like a suicide button. However, if it had a recovery option, then it feels more like a trade off, like you're gambling that you'll make it out intact and will be able to recover the life. That's much more interesting mechanic than a suicide button.
Thank you very much for the work you have done and continue to do.
Regards,
-- a fan