Chris Monvel
Active member
Agree! Wasn't aware of it since this is my first fan game lol. I'm adding a disclaimer to avoid any misunderstanding!Hi there, at first glance the game look great,only 3 major issues would be sprite alignment followed by delays and it's missing a disclaimer, add something stating it's not produced by Capcom.
Consider the 3rd suggestion to stay on the safe side.
Oh no need to apologize! I totally hear you! Any feedback is highly welcome because you've done nothing but constructive criticism.There's potential here for sure and it was exciting to finally get my hands on this, but I have to blunt: the difficulty is kind of insane. I felt like I'd jumped into the final level or something. There can be too many enemies at times. Zombies can drain your HP in literally a second or two once they latch on (I do get that this is how it might've worked in the RE games but this is an entirely different genre. In beat 'em ups, you're GOING TO get hit, and it shouldn't be so catastrophic to have one enemy land one), and by the time I remind myself which the breakout button is because there's so many different ones, it's too late (I usually avoid OpenBOR games that utilize all 4 attack buttons because I play on keyboard which makes this setup a little awkward). It's very difficult to avoid jump-attacking enemies as they are very fast (no startup delay) and seem to have generous hitboxes. Jump attacks of my own, whilst sometimes quite useful, seem to result in getting knocked down most of the time because the enemy's basic attacks all have the ability to anti-air (I suggest making the jump bbox on the characters NOT include their legs, which is how most developers get around this issue). The basic combo not knocking enemies down at the end really threw me off too. Never encountered that before. All of this becomes even harder in a crowd and I often find myself grabbing enemies when I'm simply trying to move out of the way, and that temporary moment of freezing in place is all it takes for a zombie to latch on and near insta-kill. And of course then there's Stage 2 where there's sections with a LOT of floor traps but the same amount of enemies to deal with on top of it, so it all gets a bit chaotic. The amount of healing items is generous and appreciated and definitely helps take a little of the stress away, though they're often difficult to get to because of how relentless everything else feels lol.
I actually rage quit on the plant boss because I literally couldn't figure out how to beat it until I watched the playthough above, and they seemed to struggle with it too. Granted, this was partly due to the fact I've not seen that kind of thing done in OpenBOR before (kudos on the creativity!). Most of the time, it knocked me down with it's attack so I can't imagine even if I'd known how to damage it I would've been able to reach it often.
I do apologize for being a bit negative and the last thing I'd want is for this to discourage you, but to reassure you, this stems not from a "this game sucks" mentality, but a "oh this game could be SO GOOD with a few tweaks" one. Like I said, there's hella potential here and I would've just deleted it and not bothered writing this if I didn't think that! These kinds of issues seem to plague a LOT of otherwise good OpenBOR games so I'm a little sensitive and have gotten tired of it whenever it appears at this point, and I personally play beat 'em ups to relieve stress, so when they have the adverse effect I can get a little grumpy about it. I'm a huge advocate for "have a hard mode for the hardcores, sure! But don't forget the people who've had bad days and just wanna beat stuff up for fun with no stress!".
I really hope this didn't bum you out at all, and seriously, best of luck with the project! It's a super neat idea.
- Pacing has been changed so there won't be too many enemies per group
- Zombies now move slower and cause less damage
- Breakout attack has been changed for all female characters, replacing the knife roll with a roundhouse kick, like in any standard beat em up game
- JUMPDELAY to be added to jumping enemies
- Exclude legs for players during jump attack animation
- Never noticed any player being unable to knockdown an enemy with basic combo, except for Jill sometimes. I'm adjusting her hitbox on attack 3
- For traps in Level 2 I might remove enemies so players can focus on those instead
- I've noticed many players struggle with Plant boss so I've removed all enemies spawning, reduced agression, removed the knockout attack, and now acid splattering has no longer fastattack
I don't know if I've missed something but I think that's it! Again thank you so much for the feeback! Truly appreciate it!