1. Roll/dodge
Since the screen is huge would be nice if dodge move a bit faster and a bit fast, every moves feels very light except dodge still feels stiff
Agree, after some tests I increased the classic dodge velocity a bit for the next update.
2. Star Attack (not sure what it's called)
In the original we can spam this moves when we have 1-3 stars available, this move is an upgrade regular forward, forward attack
but in SORX we can only use the move rarely and 1 time using it spends 1 star. I still think players should use this move more often.
Hmm... rarely? Maybe with low energy characters like Max/Zan, but you can refill the stars easily by hitting enemies in large groups.
In SORX the mechanic is a bit different from the classics, the supers (1 star moves) had a upgraded damage compared with the original games, plus with invincibility and zero juggle cost but with the price of spending 1 star.
In addition, the supers usually have a damage of 1/3 of the rage move, it's like a "weaker" version of the rage in case you don't want to spend all the 3 stars on a target that is almost dead. If I change it, I will break all the planned energy systems.
3. I'd say we need more and new Axel animations
I received some edits for SOR2 Axel, I will reveal them soon
1) Music from Streets of Rage Remake
I'm planning to create an unofficial and separated game file to add the remake tracks.
2) On the SoR2 route, make a fork at Streets of Kamurocho
Yeah, already in the plans.
3) Replace robot sounds with original ones from SoR (laser shooting, robot explosion)
All robot sounds were preserved, I just added a few new ones to act as some kind of "voices" to warn players before their attacks.
7) Fix the exploit: when playing the game for the first time, you can download the game and when downloading, there will be final points. You can do this several times and in this way the game thinks that it has passed and you can open other modes and options very early
Sorry friend, I didn't understand how it works. How can I "download" the game while "playing" the game?
Did you mean the debug mode through ESC key? If yes, once the game is in the beta state I let some debug options available for people to make tests, but I will remove in the final version.
1) Explosions feel a little too powerful. It's very easy to get hit by them (especially if an enemy has knocked you down and the explosion juggles you) and it deals MASSIVE damage. You'll see me get wrecked by them a couple of times in the run and it always felt just a LITTLE unfair, but only a little. From a realism perspective it DOES make more sense that they're deadlier than they are in the originals.
Yeah, I can reduce the damage a bit.
2) I mentioned in DM about how sometimes I try to chain a back attack onto stuff, and sometimes it works, and sometimes it doesn't, like the character isn't reading the input fast enough. I can't really pin-point specific instances but if you see me perform a combo and then stand there awkwardly (or turn around without doing anything), especially after bouncing an enemy off the wall, then assume I tried hitting back attack and nothing happened, lol
3) Sometimes the charge attack doesn't work. The character will flash to let me know it's charged, but when I release the button, nothing happens. It doesn't occur often, but enough to be a minor inconvenience.
Honestly I didn't have problems with back/charge attacks, I use it very frequently in all my playthroughs.
The back attack is using the default engine inputs through the "attackboth" animation, there's no script involved that may could cause it to fail.
The charge attack will only work after the white flash ends, if you release the button before/during it will not work. In addition, it will only work during idle/walk/run animations, other conditions can reset the timer and you will need to hold it again.
4) SoR 2 Knife Galsia feels like the hitbox on his standing/walking knife hold extends too far. I used Adam's Forward Special (the dashing punch) and he got hit by the knife before his punch could connect, which felt.... odd. I nearly didn't put this in because I have a sneaking suspicion it's intentional to roll with the 'knife Galsia is a troll' memes. But on the off-chance it's not, I figured I'd mention it anyway.
Usually knife Galsias can be easily beaten with jumping attacks, once most of them (the jumping attacks) have the attack boxes in front of the body boxes. I don't recommend countering knife Galsias with short rage moves.
I checked the Galsia collision boxes and it seems normal.
A quick suggestion from a friend of mine: A toggleable option in Game Settings that lets you change characters at the start of each stage
It's already available in the "unlockables" menu
@machok @Psykai
Thanks a lot for the playthroughs
