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yeah Idk what they were thinking with this stuff....
u fkn wot m8
Well hey, I threw $1,000 at them to put @Hopscawtch in this game as a boss character, which also grants me access to play the preview builds.
So I guess I'll report stuff whenever I get my hands on it?
uhh
I really don't want Pocket Rumble to become either of these games.
On this note, couldn't they just let the player see how much health (in %) the opponent has left. EX if I know that my jump in combo with j.h does 23% and they're at 18%, I can immediately see in my head what I need to do to win the round. They really could just display the information this way instead of simplifying the system mechanics for the sake info display.
If your goal is to teach people how fighting games work, this is exactly backward.
This, too, is pretty much exactly backward from genre standards. I understand that it CAN be that way because you aren't rewarded with damage, but ask yourself if it SHOULD be...
Except that in games with different damage values and damage scaling (not to mention counterhit damage bonuses or hitstun bonuses or whatever else various games do), you want to start punishes with heavier attacks whenever possible. Of course movement and range matters, that's a duh...but even in situations where you can land heavies there's no incentive to start punishes with them at ALL if they do the same damage as lights and don't offer any additional advantages on hit. This is like...one of the most important things to learn about fighting games, in that I see people starting punishes with regular combo starters all the time and costing themselves damage, so it's weird to have it backward in your game if the aim is to be an introduction type thing. Maybe that's not the case...?
It was my understanding that Pocket rumble was meant as a bridge between casual and competitive players, but if you don't teach people about fundamental things like punishes you're going to fall short. Lowering complexity is good when you're talking about inputs and systems but by oversimplifying normals and footsies you're going to end up with a game that neither teaches new players nor attracts experienced ones.
Speaking from the perspective of a backer I did not fully expect the game to emulate all traditions of previous fighting games as that's not what it set out to do from the beginning. The emphasis seems to be on minimizing the technical barrier of fighting games to provide more of an emphasis on situational decision making (punishing an opponent for being negative on block) as opposed to making optimal decision making in a situation with multiple solutions (punishing an opponent for being on block and using an optimized counter-hit combo as opposed to a standard bnb).
I feel as though the genre of fighters is large enough where both philosophies can exist (and be fun and engaging for different reasons) but this game is just starting out so I think we should wait to really apply our judgment once the alpha comes out. I'm happy that at least the developers are open to our feedback and are willing to meet us with our concerns to find a solution. Looking forward, I think keeping an open dialogue like we did with SG will go a long way to make for a really dynamic game!
They can be equally effective if you also give them more damage, though. That statement is nonsensical.
I don't think you're using the term correctly. This stuff COMES from variety. Everyone having the same pokes does not add variety.
To be blunt - I don't know if I believe you, given your reactions to posts here.
@PocketRumbleDev
Also, I wouldn't get bent out of shape when people disagree
My biggest issue is I don't want everyone to feel "same-ish". Sure some characters have special attributes like a hop and everyone will have mostly different specials, but if it comes down to everyone doing A > B > C for almost every situation, then the game begins to start getting boring, especially when everyone has the exact same frame data on their normals and damage output.
If an attack is short and quick, people can usually tell it's going to be a weaker attack, typically leading to lesser damage. If an attack is beefier and has more startup, people feel like there's more weight behind it and will deal more damage. Why do you feel like you need to over-simplify this when everything else about the game is made so simple to do already? I don't want to variety lost from the game because unnecessary simplifications were made.