Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 33

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Welcome to the community @zales360!

I dunno, maybe I just forgot how hard SOR2 bosses were because it's been years since i've played it, and SOR4 might have spoiled me with its fair bosses with no cheap sucker punches.
Either way, their behavior wouldn't be as annoying if they didn't have like double triple the health as usual :D I mean, it's not like they're unbeatable, but the player is bound to lose a bunch of lives.

That's not your imagination. The difficulty (especially for bosses) is significantly higher than SOR2 ever was, even in Mania. Part of this comes down to simple damage output. In SOR2 all the players are far more powerful than any single enemy in terms of damage. Once you figured out a boss pattern and got your hands on them, they were in for a world of hurt.

In SORX, it's much different. Moves that used to wipe out half a lifebar barely remove a few pixels. I can't speak for @Kratus, but it seems he's trying to balance it against all your additional abilities. The problem is this requires a much higher execution effort and activity level from the player. In other words, because you can combo enemies forever, you must combo enemies forever. Otherwise, every fight is a slog. Think of it like like an exaggerated amalgamation of SOR3 and 4's systems.

I can't say I 100% agree with the design, but it's put together with incredible polish and @Kratus has always shown he's willing to take feedback and make tweaks.

DC
 
Welcome to the community @zales360!



That's not your imagination. The difficulty (especially for bosses) is significantly higher than SOR2 ever was, even in Mania. Part of this comes down to simple damage output. In SOR2 all the players are far more powerful than any single enemy in terms of damage. Once you figured out a boss pattern and got your hands on them, they were in for a world of hurt.

In SORX, it's much different. Moves that used to wipe out half a lifebar barely remove a few pixels. I can't speak for @Kratus, but it seems he's trying to balance it against all your additional abilities. The problem is this requires a much higher execution effort and activity level from the player. In other words, because you can combo enemies forever, you must combo enemies forever. Otherwise, every fight is a slog. Think of it like like an exaggerated amalgamation of SOR3 and 4's systems.

I can't say I 100% agree with the design, but it's put together with incredible polish and @Kratus has always shown he's willing to take feedback and make tweaks.

DC
Thank you for the warm welcome :)
It makes sense that their health is adjusted for the new tricks up our sleeves, but as you mentioned - someone playing on normal (or potential easy) isn't likely to know them all :)
I agree that some SOR4 bosses seem to be similar in that regard - Ms Y for instance seems to be designed with juggling in mind, because she's very rarely vulnerable for attacks, so the player need to squeeze all the damage they can dish out during each one. However, i was still able to beat her on Hardest without continues (or rather assist) and I wouldn't say I know her attack patterns well.
Besides, health is one thing, but the brutal AI doesn't seem to care about rage, supers or blocking :D And of course if the player enables rage attacks, the bosses repay with the same, so I guess that's fair on its own.
By the way, I've just finished SOR2 and I think that Shiva and Mr X are bearable considering they're the final boss duo, but again, same with Jungle finale - adding Harakiri seems like a bit of an overkill considering there's already 2 of them. Why not add him before SOR1 Mr X instead? That seems like a better balancing choice.

I also got absolutely wrecked on Stage 7 industrial elevator (not the office elevator from Stage 8) but maybe that's on me - Max doesn't seem to handle multiple enemies around him very well, at least not when they're all so fast and aggressive like the ninjas and those topless martial arts dudes who look like Bolo from Enter the Dragon lol

Can't wait to see how SOR3 route plays, see you soon! :D
 
I've played through it twice now. Really good and very hard, I'm glad SOR1 got added in. Zan is easily the best hero, you can juggle the hell out of enemies. His rage attack is super good as well. I killed R Bear in under 30 seconds taking no damage at all.

This isn't a complaint, but do the enemies in rebellion mode have the same damage and armour to their CPU counterparts? I was looking forward to destroying everyone on screen with Barbon and Abadede but I was kind of left underwhelmed? Like their damage output didn't match when you fight them as a boss. Idk if I'm going crazy but it seems like they are weaker when I play them. Either that, or the CPUs are absolutely insane. Barbon is super sluggish when you play as him yet he is very annoying to fight as a boss. This could be an illusion though.

Another one is Mona/Lisa (SOR3). Even in the original Streets of rage 3, I despised this boss. As a kid, I would die so much to them. Yet playing as her in rebellion mode she seems very weak, like I barely even scraping the enemies

As the above commenter mentioned, the bosses are very very hard. That is good though, I actually like it. Being able to mash buttons, get rage attacks and combos in is VERY satisfying. Like I said, R Bear got demolished lmao. My only problem with bosses really came down to Oepelion (the alien coming out of the wall on stage 3) being very annoying to hit. I found myself consistently taking the other path just to avoid him, as he somehow dodges every single attack. Unless I spam standing jump attacks over and over, he was virutally impossible to kill due to AI constantly running away from the player. Also Haraki is just plain annoying, like unfun annoying. I don't know if it's me, but he is super difficult.

Overall, amazing job. I can't wait for the final release.
 
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Welcome @MrWaalrus!

This isn't a complaint, but do the enemies in rebellion mode have the same damage and armour to their CPU counterparts? I was looking forward to destroying everyone on screen with Barbon and Abadede but I was kind of left underwhelmed? Like their damage output didn't match when you fight them as a boss. Idk if I'm going crazy but it seems like they are weaker when I play them. Either that, or the CPUs are absolutely insane. Barbon is super sluggish when you play as him yet he is very annoying to fight as a boss. This could be an illusion though.

Playable enemies don't lose damage output, but they do lose armor, their huge HP pools, and unlimited access to specials. IIRC, bosses do have a have a hidden rage meter, but their other moves have no restriction under AI control.

It's also important to note that enemies are designed to be a one time, and usually one dimensional challenge. Other than Shiva (who's really just a playable character on the other team), they don't really have the all-round capability that default players do. This can make them seem a bit underwhelming once you're in control.

DC
 
Welcome @MrWaalrus!



Playable enemies don't lose damage output, but they do lose armor, their huge HP pools, and unlimited access to specials. IIRC, bosses do have a have a hidden rage meter, but their other moves have no restriction under AI control.

It's also important to note that enemies are designed to be a one time, and usually one dimensional challenge. Other than Shiva (who's really just a playable character on the other team), they don't really have the all-round capability that default players do. This can make them seem a bit underwhelming once you're in control.

DC
Thanks for the reply. I think it would be good for some enemies to have a reduced penalty for their special attacks. Because their move set is so small, it can be kinda limiting.

Also something I forgot to mention, when playing as Jet, he was incapable of picking items up. I don't know if I was doing something wrong, but I was hovering and trying to pick up an apple for ages and eventually gave up as he wouldn't go low enough.
 
I tried SOR3 and I gotta agree that it has some well designed boss fights:
Shiva feels over the top for a Stage 1 boss (more difficult than SOR2 Shiva who was the FINAL boss);
However, Mona and Lisa are a great example of a fast and agressive boss who doesn't feel unfair. That fight was very fun, even considering the 1v2 odds
Break is another excellent boss - pretty fast, challenging, and even though he seems to block a lot, it doesn't feel cheap. Feels like fighting another player without feeling frustrating.
Ash was okay, not as good as M+L or Break but at least he wasn't annoying/too difficult (his stunlocking slap can be interrupted with special)

Unfortunately when I got to the tunnel I realized something - the thing which burned through my lives so quicly in SOR2 Stage 7 wasn't even enemy numbers. It was those goddamn ninjas. Can we all agree that ninjas are OP and they need to lose their throwing ability? Seriously... I quit after I lost 5 lives straight and I don't think I'll be trying again anytime soon. This is just painful - the tunnel is a narrow path, perfect for them to spam shurikens at you over and over AND OVER again.

By the way, Adam feels stronger (or at least easier to play) than Max. His reach seems to be larger without sacrificing any damage compared to Max (which is ironic), especially on his running super. Max could use some kind of dash/charge forward to match Adam's reach on running super. Since he's slower, it would make sense for him to be stronger with larger range.
I've also noticed that in SOR3 food sometimes drops from the sky. I can't remember if that was the case in the original, but maybe that would be a good way to help the player through difficult levels? Areas with no crates mean that there is zero ways of replenishing health (sometimes for a long time)
 
Unfortunately when I got to the tunnel I realized something - the thing which burned through my lives so quicly in SOR2 Stage 7 wasn't even enemy numbers. It was those goddamn ninjas. Can we all agree that ninjas are OP and they need to lose their throwing ability? Seriously... I quit after I lost 5 lives straight and I don't think I'll be trying again anytime soon. This is just painful - the tunnel is a narrow path, perfect for them to spam shurikens at you over and over AND OVER again.
I kind of agree. I haven't played that much SOR3 on this version so I can't say for the tunnel level, but I can agree on the elevator in SOR2. I think removing the throw ability seems like overkill as you can easily recover from it. The only thing I'd change about that area is the amount of ninjas and the electro-hand ninjas. So many in such as small space made me get continuously juggled and my health drained. Juggle limits and invincibility frames weren't even enough to protect me. I definitely lost a few lives there. I think there was simply too many of them, once I finally got through the first wave, even more fell from the sky. It was never ending.

I actually lost more lives there than I did for any boss in the game. I don't think it's that ninjas are OP, it's just how generously they are used. They can easily go from mildly annoying to enemy spam if you put too many in a small space.

Also it's kinda funny how often I'm getting triple stabbed by knife garcia. His speed matches my fall animation perfectly lmao. If it wasn't for juggle limits I genuinely would get stabbed over and over again until I die.



EDIT - My computer went in to sleep mode while the game was open in the background. I switched back to the game and the sound had completely cut off
 
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Unfortunately when I got to the tunnel I realized something - the thing which burned through my lives so quicly in SOR2 Stage 7 wasn't even enemy numbers. It was those goddamn ninjas.

It's funny, the ninjas are one of my favorite enemies to use. They're evasive, quick, and good at throwing. Sustained damage output is poor, to the point it's effectivly impossible to kill a lot of bosses in time, but their individual hits are pretty strong, and of course they're good with swords or kunai. Basically, they suck at crowd control and boss fights, but they eat the mid bosses alive, they're just cool to play, and IMO are one of the best backup characters in the game.

The only thing I don't like is the shuriken using energy. What, is he cutting his own hand throwing them or something? :ninja:

It makes even less sense because triple version mid air is free. When @Kratus and I were working on stuff, I took out the energy cost for it in a test copy I had. It didn't make him noticeably better, but was a lot simpler and more fun.

DC
 
Wow, I'm glad to have a lot of feedbacks, thank you all :)
I will check one by one to improve the next beta.

Yeah, I agree with most reports about the unbalanced difficulty, mainly the ones related to the enemy/boss damage and aggression. To be honest it was expected because until the first public beta the game was developed using only my gameplay as a main reference most times.
At a certain point, the developer enters in some kind of "automatic" state during the tests and can't see all the problems too well. This is why this first beta was needed in order to collect many different points of view, to confirm if I need to change the boat's course or not, at least in a "SOR like" aspect.

However, there are some basic points I need to clarify, mainly about the boss fights:

- Bosses will rise after a knockdown with a brief invincibility, same as the classics. NEVER stay close to him during this time, it's programmed to half of a second of duration.

- The block feature has a limit and the cost is based on the opponent's damage value. You can defend a lot of weak hits or a few of strong hits before your defense is broken, leaving you vulnerable for some time. That said, I suggest not trying to block a rage move entirely, but you can block the first hit and then use counters to escape and make him spend his energy.

- Rage moves are limited and cost all your energy. The same goes to bosses, so stay alert until they perform it and then use dodge to escape easily.

- Most bosses CAN'T be held during a grab for a longer time. So, if you grab them, use any grab attack quickly until they hit you and escape.

- All throw/slam moves make any character invincible during the ENTIRE move. In certain boss fights you can grab common enemies to escape from any attack, including a rage.

- Running attacks are cost free and make you invincible during the first frames, so use this advantage to approach or to launch any enemy to the air and start a juggle.

- Most jumping attacks have attack boxes longer than the body boxes, so use this advantage to make some kicks reach the opponent before his attacks catch you (Blaze's forward jump attack is a good example). First, get some distance from a boss and then use the jumping attack.

- Enemies in general will avoid you in case you are facing them until their distance reaches 80px, but you can attract them when not facing. Use this trick to gain some space around you and to control the crowd, work with bosses too.
Using the same tip, rage moves are usually more effective if you are close to an opponent, even more effective if they are in a "pain" state after a simple punch (you don't need to make a complex combo, normal attacks can be used to connect with any other special move).

- After death, you will respawn invincible for a time, use this advantage to attack bosses with stronger moves.

- Most enemy's attacks are frontal and only a few are diagonal. So, you can reduce the chance of receiving an attack while tracking them if you approach with a certain distance in the Z axis.

- This one is not for bosses exactly but is a general tip, AVOID calling all enemies at the same time walking forever until reaching a stop point, this rule applies to most beat 'em up since the first Final Fight and in SORX is the same.

It was those goddamn ninjas. Can we all agree that ninjas are OP and they need to lose their throwing ability? Seriously... I quit after I lost 5 lives straight and I don't think I'll be trying again anytime soon. This is just painful - the tunnel is a narrow path, perfect for them to spam shurikens at you over and over AND OVER again.
The only thing I'd change about that area is the amount of ninjas and the electro-hand ninjas. So many in such as small space made me get continuously juggled and my health drained. Juggle limits and invincibility frames weren't even enough to protect me. I definitely lost a few lives there. I think there was simply too many of them, once I finally got through the first wave, even more fell from the sky. It was never ending.

I actually lost more lives there than I did for any boss in the game. I don't think it's that ninjas are OP, it's just how generously they are used. They can easily go from mildly annoying to enemy spam if you put too many in a small space.
Yep, I'm considering the reduction of the ninja's amount, but before let's see how it will look after the new rebalance.

when playing as Jet, he was incapable of picking items up
To get items with Jet, press the DODGE button to deactivate the propulsion system and then pick up the item normally. Press DODGE to activate the propulsion system again.

What, is he cutting his own hand throwing them or something? :ninja:
lol :ROFLMAO::ROFLMAO:

It makes even less sense because triple version mid air is free. When @Kratus and I were working on stuff, I took out the energy cost for it in a test copy I had. It didn't make him noticeably better, but was a lot simpler and more fun.
Yeah I agree totally, I'm planning to check every playable enemy again after all the remaining updates are finished.

Welcome @MrWaalrus!



Playable enemies don't lose damage output, but they do lose armor, their huge HP pools, and unlimited access to specials. IIRC, bosses do have a have a hidden rage meter, but their other moves have no restriction under AI control.

It's also important to note that enemies are designed to be a one time, and usually one dimensional challenge. Other than Shiva (who's really just a playable character on the other team), they don't really have the all-round capability that default players do. This can make them seem a bit underwhelming once you're in control.

DC
Perfect read :)
Most bosses moves are cost free, but when turned into an special move for the playable versions it has a health cost. The same doesn't happens for energy moves, which always have a cost for playable/bosses versions.

In other words, because you can combo enemies forever, you must combo enemies forever. Otherwise, every fight is a slog. Think of it like like an exaggerated amalgamation of SOR3 and 4's systems
I understand your point due to a lot of features added, but indeed it's possible to win the game using both basic or advanced moves. Crowd control in SORX is more important than combos in general.
To be honest, basic moves offers you less risk than the advanced because you fight more reactively than aggressively, sometimes you are more vulnerable while performing longer combos and casting specials which drain your health faster than using normal moves.

Most tricks present in the classics are present in SORX too, and you can win with simplest techniques like combo reset for common enemies or repeated jump attacks on some bosses. I recorded examples below:

Basic moves short playthrough

Advanced moves short playthrough

Simple boss fight using Jump attack and Special
 
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Not so long ago I decided to record a complete walkthrough of BKM. If you need to study something.
What I also noticed is that here AI Adama sees no obstacles in front of him.
That is, he goes purposefully at the enemy, even if this enemy is located behind the pit from level 3.
I assume that his AI was prescribed only for certain levels.
I hope this helps somehow for SOR X
 
Thanks @Kratus for the response.

While playing as Souther, I think it would be good if his special attack moves to his dodge move. As it is technically both a dodge and an attack, it is also a vital component of his kit that allows him to dodge most jumping attacks. I think either that or allow souther to do his "gliding" dodge with the block button, but add the attack on the end with the special button

Also, can I ask why there are so many empty spaces in the character selection? With the exception of Macleod where there are 3 versions of the same identical character, I think you did a very good job at collecting enemies to be playable from every game. Is this a sign of a fanmade Streets of Rage 5 coming soon???? 😀
 
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Wow. Just tried CPU partner mode. This is insanely good!!!! I can't wait to be able to select the enemies besides abadede, the weird combinations would be endless.

a suggestion for a future version, maybe add the option for more than 1 CPU partner. Just imagine god mode in this game, the ability to spawn characters and make them either your team or the enemy team. Watching 4 Jets battle it out would be funny.

With that suggestion, you could also make arenas. You make 2 teams and select a level and watch them battle it out to the death, last team standing wins. Maybe you can also incorporate the player to play on a team, and then if you can you can do co-op on the other team. Or you could make 2 teams and it be ALL VS ALL and the last character standing wins

I know it wouldn't be the same as the original streets of rage, but the introduction of CPU partners is opening up so many possibilities.
 
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Yeah, I agree with most reports about the unbalanced difficulty, mainly the ones related to the enemy/boss damage and aggression. To be honest it was expected because until the first public beta the game was developed using only my gameplay as a main reference most times.
Kratus, the ninjas from route 3 (sor3) is very hard they need to makes it a little easier :LOL:
they are numerous and have a large health bar

btw here my 2nd play. No Continue this time :giggle:

STREETS OF RAGE X by Kratus Blaze Route 2

 
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Yeah, I agree with most reports about the unbalanced difficulty, mainly the ones related to the enemy/boss damage and aggression. To be honest it was expected because until the first public beta the game was developed using only my gameplay as a main reference most times.
@Kratus Here is my take on this. This is my experience

  • Barbon - Perfect
  • Jet - Nerf
  • Zamza - Possible nerf, unsure
  • Abadede - Perfect
  • R. Bear - Possible buff. I feel he was actually harder in the original. He can easily be overwhelmed in this version
  • Harakiri - Nerf (Especially after being forced to fight both Zamza and Jet). I'd also remove the second fight before Shiva, it is way too punishing.
  • SOR2 Shiva - Fine. He is very very hard but I feel that is kind of the point as the final boss duo
  • SOR2 Mr X - Buff. He lasts the least amount of time when I fight. He is only annoying when you are far away from him, apart from that he is super easy
  • Antonio - Perfect
  • Souther - Perfect
  • Bongo - Fine. He was annoying af in the orignal tbf
  • SOR1 Abadede - Fine
  • Onihime? (the super flippy blaze people) - Idk. I hated these enemies in the original so I couldn't really notice a difference
  • SOR3 Shiva - Big nerf. Very very very aggressive for a first boss fight. I'd argue more aggressive than any boss in SOR2
  • SOR3 Mona/Lisa - Fine

  • Ninjas - Reduce the amount. They're annoying for sure but not broken
  • Bikers - Maybe reduce the damage output of the bombs or the amount of bombs on screen. They are very very annoying and I swear there are more on screen that in the original
  • Signals - No problem with them, just there is a lack of difficulty progression. In the original, they started super easy and got more aggressive as the game went on. In this version they are aggressive right from the start

Those are the enemies I've really played against so far and had comments on


EDIT - How can I screenshot the game? The game minimises the moment I click off it, it also minimises if I use printscreen. How are people screenshotting and recording

EDIT - nvm. set screen mode to window and scale it to the size of your monitor. Screenshots now work
 
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Kratus, the ninjas from route 3 (sor3) is very hard they need to makes it a little easier :LOL:
they are numerous and have a large health bar
Yeah haha, I will make some balance changes in all ninja levels.
Thanks for all your playthroughs, I'm getting a lot of useful info :)

Also, can I ask why there are so many empty spaces in the character selection?
Indeed there's more characters planned to be added, like the missing SOR1/2 heroes and some customs too. Resprited SOR4 ones are considered too.

With that suggestion, you could also make arenas. You make 2 teams and select a level and watch them battle it out to the death, last team standing wins. Maybe you can also incorporate the player to play on a team, and then if you can you can do co-op on the other team. Or you could make 2 teams and it be ALL VS ALL and the last character standing wins
I put some kind of arena in the survival mode, this is called the "free for all" where you need to survive all rounds while bosses are fighting each other.

@Kratus Here is my take on this. This is my experience

  • Barbon - Perfect
  • Jet - Nerf
  • Zamza - Possible nerf, unsure
  • Abadede - Perfect
  • R. Bear - Possible buff. I feel he was actually harder in the original. He can easily be overwhelmed in this version
  • Harakiri - Nerf (Especially after being forced to fight both Zamza and Jet). I'd also remove the second fight before Shiva, it is way too punishing.
  • SOR2 Shiva - Fine. He is very very hard but I feel that is kind of the point as the final boss duo
  • SOR2 Mr X - Buff. He lasts the least amount of time when I fight. He is only annoying when you are far away from him, apart from that he is super easy
  • Antonio - Perfect
  • Souther - Perfect
  • Bongo - Fine. He was annoying af in the orignal tbf
  • SOR1 Abadede - Fine
  • Onihime? (the super flippy blaze people) - Idk. I hated these enemies in the original so I couldn't really notice a difference
  • SOR3 Shiva - Big nerf. Very very very aggressive for a first boss fight. I'd argue more aggressive than any boss in SOR2
  • SOR3 Mona/Lisa - Fine

  • Ninjas - Reduce the amount. They're annoying for sure but not broken
  • Bikers - Maybe reduce the damage output of the bombs or the amount of bombs on screen. They are very very annoying and I swear there are more on screen that in the original
  • Signals - No problem with them, just there is a lack of difficulty progression. In the original, they started super easy and got more aggressive as the game went on. In this version they are aggressive right from the start

Those are the enemies I've really played against so far and had comments on


EDIT - How can I screenshot the game? The game minimises the moment I click off it, it also minimises if I use printscreen. How are people screenshotting and recording

EDIT - nvm. set screen mode to window and scale it to the size of your monitor. Screenshots now work
Wow, thans a lot :) This kind of short and direct feedback is very useful for balance updates.
In general aspect there's many significant changes already applied to the next beta, I need to post some tips about certain bosses.

  • Jet - Nerf
Honestly I don't know if Jet needs a nerf, look at this boss fight how he can be beated using simple tricks similar to the original SOR2 (I didn't even use rage).

  • R. Bear - Possible buff. I feel he was actually harder in the original. He can easily be overwhelmed in this version
Totally agree, in fact in the beta 8 he has a bug where don't allow him to perform some moves, like the sliding punch. Using his full potential he is harder than most bosses.

  • Zamza - Possible nerf, unsure
Same as I posted for Jet (plus some tips for Vehelits).

  • Harakiri - Nerf (Especially after being forced to fight both Zamza and Jet). I'd also remove the second fight before Shiva, it is way too punishing.
I agree with this one, but will be naturally nerfed with the general rebalance.

  • SOR2 Mr X - Buff. He lasts the least amount of time when I fight. He is only annoying when you are far away from him, apart from that he is super easy
Maybe, currently he is working as intended as a non-fighter character, having advantage with guns at longer distances and without advantages in close-quarter combat.

  • SOR3 Shiva - Big nerf. Very very very aggressive for a first boss fight. I'd argue more aggressive than any boss in SOR2
Totally agree with nerf in the first boss fight haha, he can end all heroes' hype right in the first stage.

  • Ninjas - Reduce the amount. They're annoying for sure but not broken
Agree.

  • Bikers - Maybe reduce the damage output of the bombs or the amount of bombs on screen. They are very very annoying and I swear there are more on screen that in the original
Agree, the damage output for bombs already was reduced.
About the amount, all spawns are following the classics with a few exceptions. I built every level while playing the original games at the same time, I reduced some enemies more in SOR3 route because the amount changes drastically depending on the current difficulty and has differences between SOR3/BK3. But SOR1/2 are very close.

  • Signals - No problem with them, just there is a lack of difficulty progression. In the original, they started super easy and got more aggressive as the game went on. In this version they are aggressive right from the start
Honestly I didn't notice the progression, but I will play the classics and pay more attention to it. Thanks for the tip :)

EDIT - How can I screenshot the game? The game minimises the moment I click off it, it also minimises if I use printscreen. How are people screenshotting and recording
You can configure the extra button to take screenshots at the extra menu > controls.

Hi @Kratus
Looks like great work. Sorry if I've missed it mentioned already, but do you have a linux appimage version of beta 8 I could try?
Many thanks.
Thanks! About the Linux version I haven't made yet, sorry friend. But I will consider it for the next beta soon.
 
Wow, thans a lot :) This kind of short and direct feedback is very useful for balance updates.
In general aspect there's many significant changes already applied to the next beta, I need to post some tips about certain bosses.
yw. I'll add more the more I play. So far balancing doesn't seem too extreme, it's just a bit jarring going from the classics to this version with the difficulty. I feel like you get used to the difficulty though.

For example

Knife garcia is absolutely cracked. idk if I'm the only one but he is harder than any other enemy. Forget Mr X, knife garcia is the true final boss. The man stops and starts strategically, goes in and out of layers at the perfect time and juggles you endlessly. When you finally get back up, he's there waiting across the screen with his stupid grin, then the hunt commences. He charges towards you, giving no f#cks as he acts in the most annoying way physically possible. And that's not when he literally throws objects at you at perfect accuracy from across the screen 😭. He literally overrides my attacks lmao. I do a running attack and he stabs through it. It's either time attacks perfectly or jump attack him, which is hard when some characters can't jump. He makes me want to rage quit sometimes ngl
About the amount, all spawns are following the classics with a few exceptions. I built every level while playing the original games at the same time, I reduced some enemies more in SOR3 route because the amount changes drastically depending on the current difficulty and has differences between SOR3/BK3. But SOR1/2 are very close.
That makes sense. I think it was more the juggling capabilities making it seem like there was more, as I distinctly remember getting tossed around the stage continuously because of bomb and enemy placements. I nearly lost a life in under 5 seconds
Honestly I didn't notice the progression, but I will play the classics and pay more attention to it. Thanks for the tip :)
In the original, Y Signal was completely useless in every way. He would slowly tip toe towards you, stand still for 10 seconds, then backhand you. You have to be very stupid to get hit by these guys. But as the game progresses, you get the purple and light blue signals. These guys floor slide you, throw you and gang up on you. Their AI gets super aggressive and they can actually be annoying sometimes. In this version, I noticed no difference between the Y signals and the others. They're aggressive right from the start.
 
shivakick (1).png

Hey, how can I recreate this kick? It's been annoying me for days because I can only do it by accident and I have no idea what the key bindings are for it. The same for Axel's spinning elbow drop move, I just can't do it on purpose. It feels like I click jump and attack at the same time, but that doesn't work
 
I have some rebellion mode feedback

SOR2 Mr X - He doesn't have a rage attack, no matter if I enter the key combo perfectly, he only laughs. This doesn't make sense as the final boss. I think stationary energy should laugh, but a unique rage attack as the final boss should be a feature
Signals - I think his floor slide shouldn't be locked behind special attack. I think a running attack would suit it better, it makes no sense why a floor slide should reduce his health
SOR2 Shiva - For consistency's sake, I think he should have an energy attack. He is a super powerful character and his SOR3 counterpart has this ability so why shouldn't SOR2
Jack - I think his energy button and his jump button should be swapped around. He spawns a knife with the energy button which doesn't make sense and isn't consistent. Mr X, who also has alternate attacks with no jump animation, uses the jump button as his gun. I think the jump button should be used to spawn a knife for Jack. Then you can remap his laughing animation to the energy attack, which once again remains consistent with Mr X. I never realised how similar the 2 characters actually are, you could take advantage of this.

All Characters - Some of the special attacks make no sense to be considered a special attack. Some of these characters have such small movesets that reducing health for a (sometimes weak) attack seems a bit harsh and can make already bad characters even less viable. These are the characters I think should have their health penalty removed

Garcia
Signals
Donovan
Hakuyo
Electra (and equivalent)
Souther
Antonio
Macleon (and equivalent)
Bruce
Garnet
Harakiri
Raven
Vice
Slum
Kusanagi
Hakuyo
Barbon (Only his moving special attack. His moving special is identical to his extra button attack)
Fog
Jack
 
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