Streets of Rage X (Windows / Android)

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

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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
First, I need to explain in which concepts I created some things, and then we can talk about what makes sense based on these concepts.

As I commented before, Mr. X is not exactly a fighter. So, once rage is the best attack available only for expert fighters, it doesn't make too much sense if he has it.
In addition, SOR2 Shiva already has the function as an expert fighter with a proper rage move in the last boss fight, Mr. X instead is just a coward which uses a powerful gun with infinite ammo that kills everyone easily and faster as a last resort of survival, it's like if he has some kind of "infinite rage" but using his weapon.

I considered creating at least a "super" to allow him to cast energy stars, I have this task in my "todo" list to test on every playable enemy.

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
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
Specials were firstly added based on the concept of having an invincible move available to escape when getting any hit (Ex: Axel's Dragon Wing), and second to give damage. Some characters have small movesets, like Galsia, and you can see same moves used twice as a normal/special attacks. It doesn't mean that you MUST use this special all the time once you have the same as a normal move with cost free in the attack button, but only when needed.

I can even consider repeating some moves as a normal/running attacks like Signal slide to have a cost free version, I agree with this point. But every character must have at least a basic special in order to escape otherwise you can die easily when fighting against a simple group of enemies.

In addition, although enemies are playable in the rebellion mode, they are not developed to be good as playable characters, but good as the player's opponents on every planned encounter, specially on the damage table aspect. Having bad playable enemies is an expected situation as an additional challenge to the game, like "Can I beat the game using a basic Galsia character?" and not to have an "Evil Galsia" with a full moveset 😁

I understand your point I'm not discarding your suggestion, I will check every playable enemy again to see what moves makes sense to repeat with a cost free version.

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
I only added an energy move to SOR3 Shiva due to the two Final Crash versions, one from the playable Shiva used as a special move (weaker) and other from the boss version that causes the screen to flash when hitting opponents (stronger).

SOR2 Shiva already had some improvements like the front special and a dodge, which are not present in the original. But I can consider adding an energy move to him once he is a powerful character.

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.
Yes, it makes sense. I will check it.
 
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I considered creating at least a "super" to allow him to cast energy stars, I have this task in my "todo" list to test on every playable enemy.

Suggestion: His "rage" could just be calling a bunch of Galsias and Donovans in, since that's what he does anyway in the boss fight.

In a similar sense, you could have Shiva produce a couple of short lived NPC clones, similar to SOR4.

DC
 
Haven't got too far in the later stages but all enemies slashed by the katana sword should have their bodies torn apart like in SoRR.
 
Suggestion: His "rage" could just be calling a bunch of Galsias and Donovans in, since that's what he does anyway in the boss fight.
Hmm, it's a good idea for a Mr. X super too, each energy star can call a group of Galsias and Donovans. Thanks man :)

In a similar sense, you could have Shiva produce a couple of short lived NPC clones, similar to SOR4.
Nice idea for a SOR4 Shiva version in future updates, added to my "todo" list. Thanks!

Galsias with knifes :)
Yeah haha, good idea. Thanks buddy :)

@MrWaalrus Nice work on the feedback! Few people realize how valueable feedbacks are - many studios hire people just for that.
Totally agree. Certainly the most valuable asset in SOR2X/SORX is people's feedback since the first launch, this is why I'm always open to hear from everyone.
Wow, thans a lot :) This kind of short and direct feedback is very useful for balance updates.
 
I don't know if this is a bug or a feature. You know how some characters only have a block and not a dodge? (Barbon, Souther) I think for those characters you should be able to block regardless if you're moving or not. It's annoying when you want to quickly block an attack but the move doesn't even register because you are moving at the same time. I think it would make gameplay a lot smoother if you stop walking and immediately go into a block stance if the character doesn't have a dodge animation. It can be tedious to have to quickly let go of the arrow key just to do a split second block and has ruined some pretty tight timings.

So if a character has block but not dodge, performing a dodge move actually does a block instead of doing nothing at all like it does now
 
Hey, I've just completed the SOR3 route and just like we already discussed - ninjas are probably the worst enemy in game. For an enemy who's so fast and hard to hit (both ranged attack AND dodge/block?) they sure have a lot of health, which doesn't make much sense. I swear their health drains slower than mine lol. Perhaps they should be more of a glass cannon type of enemy? It's also very easy to lose an entire health bar when fighting multiple ones, due to their stunlocking shurikens (zero invincibility frames for the player)

To be honest I can't say I enjoyed the SOR3 route during and after the tunnel part; The highlight (excluding the tunnel lol) goes to the roof fight with Jet and his never ending mini boss versions - that was a nightmare.
However, the final fight with Shiva and Neo X were cool. I don't think the final Shiva uses the same AI as the Stage 1 Shiva, does he? Because the final fight seems a lot more fair.
On the other hand, that robotic arm controlled by the doc could drop down twice as frequently IMO, since waiting for it was pretty boring.

A little question - how many control panels are there in the tower? I destroyed 3 but the countdown kept going and I barely made it out alive during the alarm. Can I just ignore them (since I didn't destroy all of them and still made it) or does each panel allow the player to proceed further, and the gas countdown cannot be stopped at all?

Another question about different enemy versions - I'm wondering what are the health values on these? The strongest versions have a lot of health and it seems that they appear pretty much exclusively towards the end, which makes each enemy a mini boss fight of sorts (and there's a lot of enemies lol).
I think i noticed that in all 3 routes but it was most prominent in SOR3 towards the end.
My memory is too bad to recall how the originals used different versions of enemies, but perhaps it would be better to use the base versions more often and toss in a higher "rank" one here and there, rather than replacing them with stronger ones entirely?
 
I don't know if this is a bug or a feature. You know how some characters only have a block and not a dodge? (Barbon, Souther) I think for those characters you should be able to block regardless if you're moving or not. It's annoying when you want to quickly block an attack but the move doesn't even register because you are moving at the same time. I think it would make gameplay a lot smoother if you stop walking and immediately go into a block stance if the character doesn't have a dodge animation. It can be tedious to have to quickly let go of the arrow key just to do a split second block and has ruined some pretty tight timings.

So if a character has block but not dodge, performing a dodge move actually does a block instead of doing nothing at all like it does now
Thanks, I will check it.

Hey, I've just completed the SOR3 route and just like we already discussed - ninjas are probably the worst enemy in game. For an enemy who's so fast and hard to hit (both ranged attack AND dodge/block?) they sure have a lot of health, which doesn't make much sense. I swear their health drains slower than mine lol. Perhaps they should be more of a glass cannon type of enemy? It's also very easy to lose an entire health bar when fighting multiple ones, due to their stunlocking shurikens (zero invincibility frames for the player)
Maybe his power multiplier of 2 together with many different skills make him a bit out of his category, but I'm changing him to a weak/fast profile more like Zamza but with some cost free moves in the playable version.

To be honest I can't say I enjoyed the SOR3 route during and after the tunnel part
Yeah, SOR3 is boring on the original too in many parts, not only in SORX. But some changes are in progress to make this route better.

I don't think the final Shiva uses the same AI as the Stage 1 Shiva, does he
Currently yes, but now the stage 1 version received some nerfs.

robotic arm controlled by the doc could drop down twice as frequently IMO,
It's not a bad idea, I will test it. Thanks.

A little question - how many control panels are there in the tower? I destroyed 3 but the countdown kept going and I barely made it out alive during the alarm. Can I just ignore them (since I didn't destroy all of them and still made it) or does each panel allow the player to proceed further, and the gas countdown cannot be stopped at all?
There are 3 panels that must be destroyed in order to save the general and open the three locks to the exit. However, currently it will not stop the toxic gas countdown but I can make some tests in this aspect.

Another question about different enemy versions - I'm wondering what are the health values on these? The strongest versions have a lot of health and it seems that they appear pretty much exclusively towards the end, which makes each enemy a mini boss fight of sorts (and there's a lot of enemies lol).
I think i noticed that in all 3 routes but it was most prominent in SOR3 towards the end.
My memory is too bad to recall how the originals used different versions of enemies, but perhaps it would be better to use the base versions more often and toss in a higher "rank" one here and there, rather than replacing them with stronger ones entirely?
Currently every common enemy works on a scale that adds a bit of health according to their ranks, difficulty and player's amount in the screen. However, different from the classics, SORX has a randomness script that makes it some times to spawn more high ranks than the lower ones.
Your idea is good, I can reduce the high ranks spawn a bit and the health amount per rank to a better balance.
 
Thanks for the response and for being so open to all the feedback.
I realize that my feedback was mostly regarding things that do not work well, and I don't want it to come across as rude or pointless criticism,
So let me just say that all the other things outside those comments are amazing :)
That's why I gathered all the notes, in effort to make it the best SOR project/mod out there :D

Frankly speaking, if I didn't llke it so much I wouldn't even bother you hehehe
 
I don't think it should be possible for enemies to completely absorb your rage attack. I just did a rage attack as Abadede towards Harakiri and he blocked and absorbed all of it then countered me. Literally Abadede was charging at him with 3 stars of energy and he just stopped and did no damage at all. That was a waste of energy.

I think the block should work to some degree, but managing to absorb the entire rage attack seems a bit overpowered
 
I don't think it should be possible for enemies to completely absorb your rage attack. I just did a rage attack as Abadede towards Harakiri and he blocked and absorbed all of it then countered me. Literally Abadede was charging at him with 3 stars of energy and he just stopped and did no damage at all. That was a waste of energy.

I think the block should work to some degree, but managing to absorb the entire rage attack seems a bit overpowered
That's why i disabled rage attacks altogether. I just can't use them effectively (most of the time i just miss lol) while bosses absolutely wreck me using those, so in my case it's just handing over my lives for free :D
Same with counters - not sure if I'm supposed to parry to make use of them, but even when I pull it off (block button + special button right after being hit) they don't seem to make much impact.
I guess you could say I'm using a classic gameplay config + wall bounce, juggle and blocking (although i only block some bosses like Jet)
 
That's why i disabled rage attacks altogether. I just can't use them effectively (most of the time i just miss lol) while bosses absolutely wreck me using those, so in my case it's just handing over my lives for free :D
Same with counters - not sure if I'm supposed to parry to make use of them, but even when I pull it off (block button + special button right after being hit) they don't seem to make much impact.
I guess you could say I'm using a classic gameplay config + wall bounce, juggle and blocking (although i only block some bosses like Jet)
Rage attacks can either be annoying to use or insanely good. I think they need optimising, for example the blocking issue I mentioned. Also sometimes the key combinations don't work, I tap special + energy and it only does a special attack even though I did both at the same time.

I use them because it evens the difficulty. Bosses and enemies are really aggressive in this version, so having an "I'm overwhelmed, just die already" button available can really help get out of difficult situations.

A trick I have for dodging boss rages is to trick them to using them and then run away. Easiest one to do this with is Antonio, get a medium/small distance away, wait for the flash and then immediately change layers. Once the boomerang is back you can do you rage attack or combo him without fear of him retaliating. The only problem is when they combo multiple attacks and then do a rage attack while you're in the air (R. Bear and his freakishly big uppercut)

I rarely block and counter. I only do it if I know for sure there's going to be an attack. But that's a rare occurrence considering the AI is always trying to walk away from you.
 
I don't think it should be possible for enemies to completely absorb your rage attack. I just did a rage attack as Abadede towards Harakiri and he blocked and absorbed all of it then countered me. Literally Abadede was charging at him with 3 stars of energy and he just stopped and did no damage at all. That was a waste of energy.

I think the block should work to some degree, but managing to absorb the entire rage attack seems a bit overpowered
As I said before, block has a limit subtracted by the damage value. It's possible for any character to block the first rage hit and then do a counter in order to escape (same work for both sides, players/enemies), but most times it's not possible to block the entire rage damage.

Indeed rage is not an "all-in" move, you need to do it correctly in a proper moment otherwise you will spend all energy uselessly, same as in Street Fighter Alpha 3-bar supers where the opponent can simply block everything if done in a wrong moment.

Here you can see Harakiri trying to block Abadede's entire rage, but no success. I suggest using rage against bosses after any simple hit or during a combo using the cancelling system.

Some rage usage demo.

Same with counters - not sure if I'm supposed to parry to make use of them, but even when I pull it off (block button + special button right after being hit) they don't seem to make much impact.
The correct command is hold block and then press energy as soon as you block any hit.

I tap special + energy and it only does a special attack even though I did both at the same time
As an option you can press energy then special (sequentially) or down>front>energy (hadouken).

@Kratus I have a question.
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Are such cooperative strikes possible in SOR X?
As far as I remember, such tricks were in SOR 1 and in SOR 3
Currently it's not possible yet, but it's in my features list to test.

Many features started as a bug :)
Yeah, the multihit glitch is proof of it hahaha. One of the coolest things since the original SOR2.

Changing the music style to Maestro Draven doesn't play anything. The only sound is from sound effects
The tracks were not added yet.

Thanks for the response and for being so open to all the feedback.
I realize that my feedback was mostly regarding things that do not work well, and I don't want it to come across as rude or pointless criticism,
So let me just say that all the other things outside those comments are amazing :)
That's why I gathered all the notes, in effort to make it the best SOR project/mod out there :D

Frankly speaking, if I didn't llke it so much I wouldn't even bother you hehehe
Thank you very much for all the feedback, it's very important to the game's adjustments :)
 
Hey, I'm just reporting a crash I experienced. On SOR3 Stage 8 section A, I got hit by the rope trap. When the rope trap put me back on the ground, I immediately collided with a bike. Then the game just closed. I was playing as SOR3 Shiva.

Is there any game logs that I can upload that recorded the crash?


EDIT: Wait wtf. It keeps crashing over and over. It's done it 3 times now for no apparent reason. SOR3 Shiva on this level just completely breaks the game constantly for no reason. Both times it was just me walking. The only similarities was that a bike was on screen for all 3 occurances
 
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