Psykai
Well-known member
I guess the tl;dr for this is "git gud", which is about what I expected.@Psykai
Thanks for the feedbackLet's talk about the points.
In this case I think it's better to make specific adjustments on every enemy one by one by managing the juggle limit instead of creating one more game settings option.
Honestly I don't see a reason for that, since juggles are a double-edge blade and works for both player/enemy (already can be disabled too), plus heroes have the aerial recovery in order to escape and being invincible until landing or canceling into a jumping attack.
According to the original, this attack has 6 hits, I just replicated the same move. I can increase the juggle cost and reduce the total amount of aerial hits a bit.
Although I understand your point about Galsia's knife move, this is not exactly a rule. There's some examples in fighting games where one swing/motion attack hits multiple times. However, I can make the knife move to hit once only, so it's reduced to one hit on the ground or one hit in the air.
Here's one, the first Balrog's special in the video is based on a unique dash move that can hit multiple times.
Frankly I see it as a part of the challenge when fighting against this enemy, since he is highly skilled in the SOR1 (I have a theory that SOR2 Shiva is a SOR1 Hakuyo promoted lol).
No problem, I can think about another button layout, but for now I suggest mapping it to other distant keys in your keyboard.
The current layout was also planned to help Android users with touchscreen controls, by simply sliding fingers between buttons A and X.
Although SORX is very close to the originals, the game reached a point where it has its own identity. I mean, at the same time I want to follow the original in many aspects, I also want to risk many new things.
Indeed this is my "fuel" to keep making this game, I would not make another SoR if they would be exactly the same as the classics.
As an example, in the SOR4 I don't like the excessive use of the super armor even for common enemies (Donovan), IMO it's a lazy way to create a challenge, but this is how the creators think it's cool, and that's it. Plus there's no option to disable it like in the SORX, so players need to find a way to bypass it by creating new strategies, I suggest the same for the SORX.
Abadede was one of the most nerfed characters since the first SOR2X, I think it's very close to the original now.
Here's how to beat him using the classic SOR2 strategy.
If you are using block type "hold":
- guard points are subtracted by the real damage.
- health is subtracted by 1/4 of the real damage.
If you are using block type "parry":
- guardpoints subtraction is fixed in 1 by each hit.
- no health subtraction, since this feature is harder to perform.
Keep in mind that in both cases the max guardpoints value is 20.
Enemies can block rage moves, but players/cpu partners too (in case I made any rage unblockable, both sides will suffer). Blocking a rage move is always costly and dangerous to the part that is blocking it.
In the new game update, you can use rage while grabbing opponents, so you can easily force any enemy to use block by doing any distant attack, hold him and then cast rage.
@ty1989 Not exactly, I restricted the knife attack box to only the knife sprite, same as I did with other weapons (you can confirm it by enabling the debug mode). The same format was applied to all Galsia versions.
View attachment 9970
At what point exactly? I even understand reducing the juggle capability a bit, but other than that you can beat them with a single jumping attack.
@Blit-X- TV [LIVE]
In fact many fighting games allow you to block supers, this is very common. This increases the strategy requirements in order to open the opponent's defense.
Unlike SOR4 that have very limited star itens by level, in the SORX you can fill energy stars at every time by hitting enemies, so you can always try again in case enemies block your rage move.
Tbh my life and mental health sucks right now and I don't have the energy to go through each point or try to make a case for any of them. I'll just accept I'm probably wrong about everything 'cause I usually am anyway, lol.
I think I need to play around with my controls a little. I don't use the block or parry feature at all, in part because it's just not something I'm used to in SoR and also because I'm a keyboard player and I simply don't have an easy button to assign it to that I could use reliably because my fingers are otherwise engaged. I have a very specific setup for SoR (and beat 'em ups in general) which if that gets messed with/added to tends to throw me off. S is attack, D is jump, A is special, and W is back attack (hence the fingernail issue, xD). Currently, F is my block button (which is naturally awkward) and E is my rage button (which is fine 'cause I don't need to use it as often). I may have to swap my special button with my block button, which will take some getting used to. As for air recovery, I think I pull that off by accident (when simply trying to perform a 'land from throw') more than anything. I assume it's just the same command but different timing. I will try to see if I can figure that out. This is basically my comfort game, so I want to be able to get to a place where it isn't adding to my stress levels, lol.





