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Beast's Fury Kickstarter is Live!

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Honestly I'm curious if the guy involved with the project will come back here. Kind of gets boring if thread ends up being a one sided shit flinging fest at the game. Things get more interesting when there are two sides in an active discussion which is probably why I watched this thread this long.
 
Which money gainer do I donate to?
 
I'm sure having throw be its own customizable input combined with this games other problems totally means it won't be filled with game breaking option selects.
 
Honestly I'm curious if the guy involved with the project will come back here. Kind of gets boring if thread ends up being a one sided shit flinging fest at the game. Things get more interesting when there are two sides in an active discussion which is probably why I watched this thread this long.
Obligatory @beastsfury
Hasn't posted since June, but logged in last time mid-December, so who knows.
 
Do they have a twitter? If so, tell them to come vist for a bit.
 
I love how much traffic this thread gets.
 
Suddenly The Chainsaw Incident looks slightly less horrible.
To be fair, The Chainsaw Incident died before it could even get there. At least Beast's Fury has an alpha build that they are letting people screw around with. Despite their shitty management, they're still committed to this project.

And if they really are committed to this project, I hope that the Beasts Fury devs are looking at this thread and other comments about the current build of the game, because this is real. When you put out a product for the world to consume, you have to be prepared for the kind of criticism you're going to get back. You can love your project all you want, but no one cares that you're months behind on your rent or surviving on a diet of instant noodles. If it ends up being shit, then you're going to get shit in return, and you have to deal with that.

On a personal note, I don't give a rat's ass what happens to these turds. Their terrible money management just reeks of dishonesty. They give indie devs a bad name. These people can rot in a ditch for all I care.
 
To be fair, most of the criticism in this thread isn't really criticism, more bashing (though there is some) but their management is obviously lacking and they are using other people's money.

I'm pretty sure I would be as screwed as they are in their position, I'm struggling as well right now but the only investments have been my own or other people I've worked with and they've been tiny.

They probably had no idea how difficult/how much time some things would take and the money isn't going as far as they thought it would.
 
this hate is justified, they said they would make a functioning fighting game, and yet they have to still figure out how to make fireballs not whiff at point blank range. It is obvious that these guys have no experience in making fighting games, and them showing off all the flashy animations in world is not going to hide the fact that the game is poorly designed.
 
Sorry dude, but hate isn't that easily justified.

I mean yeah, this whole game has been a complete shit storm since the day they started, but it's still some dude's dream. Even if things are going extremely poorly and there seems to be no hope for the future, I'm not just gonna start shit talking people and calling people out for their failures. It's quite clear that they are inexperienced in most aspects of this project, but they also seem to be trying their best. Perhaps their best won't amount to much in the end, but that's still a pretty lame excuse for bashing on someone.

There's nothing wrong with disliking the game. I mean, I haven't liked anything about it since day one. I'm just sayin' that there's no reason to keep coming back to a place like this just to keep trash talking the same people. They already know what their shortcomings are by now, so all they can hope to do is move forward and improve from here on out.
 
fine what ever. I'll just sit back and watch. besides i got most of my hate out today, there isn't much left i can say about this any more. it's out of my system
 
I vaguely remember hearing about this game...was immediately reminded of this:

Reading the history and progression of this game is interesting and amusing. They should have probably just made an animated short and plug it for a TV series or movie.
 
I mean yeah, this whole game has been a complete shit storm since the day they started, but it's still some dude's dream. Even if things are going extremely poorly and there seems to be no hope for the future, I'm not just gonna start shit talking people and calling people out for their failures.

If this was a freeware project or they had not yet asked for anyone's money, I would agree. But its not, they've taken peoples money and now they deserve every bit of criticism they can get.
 
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Suddenly The Chainsaw Incident looks slightly less horrible.
That is not even remotely true. They had a video comped together to look like a game, and ABSOLUTELY no idea what to do. They didn't even know what fighting game terms meant.
Beast's Fury is a playable demo with movement and hitboxes, that's miiiiiiiles above what Chainsaw was ever going to reach.
You can crap on the demo or the project for the problems they have, but comparisons like that are unjustified and fairly insulting.

I'm not just gonna start shit talking people and calling people out for their failures.
As the creator of a thing that's been insulted for everything from art to gameplay being too much of a ripoff of some other game to gameplay being not enough of a ripoff of some other game, I agree with the shit talking part. I don't agree with not calling people out for their failures. That's perfectly justified, if you set out to do a thing you should not expect everyone to pat you on the head, especially if you accepted money to do it.
 
I remember seeing a video with the Chainsaw Incident but never gave it much of a thought since it looked more like a neat art project than a game I'd want to play but after reading Mike's post I had to look into it and HOOOOOOLY SHIIIIIIIT was I not expecting to read their kickstarter page. Those people had no bloody idea what they were doing. "Hey guys! Our game will have BLOCK STRINGS, PUNISHES, FRAME TRAPS AND PRETZEL MOTIONS! You fighting game fans know about those things, right? Please donate!"

No, the people behind this Beasts Fury game are at least people that have played a fighting game at some point in their life. I wouldn't be surprised if the Chainsaw Incident people just saw Skullgirls with their crowdfund and went "We can make something like that but it'll be more hipster cool with Edgar Allen Poe references!"

Fucking hell...my head hurts from reading that. Beasts Fury doesn't even begin to compare to Chainsaw Incident. LOL That's super unfair. This game with all its failings is far better than anything Chainsaw Incident would have been for sure 100%.
 
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They exceeded my expectations with that demo. I was certain they were going to just take the money and run, so atleast all those backers have a slighty functional demo to "play". Good thing I didn't back this.
 
I'm sure these people are passionate, but it's really over what they can do.
The guys at Chaisaw Incident are still working on the game, they make Q&A livestreams and stuff. CI would work much better as a beat-em-up or animation short since, well, they make it way too much cinematic, you can't tell the background from the characters, it's very confusing.

I'm very concerned about 'this artist that will animate for free' the Beastsfury guy mentioned in this thread
Who are they? I need to know hem so I can contact hem and tell hem to stop, it's not okay to take advantage of someone like this. I can somewhat understand a fan giving an hand for simple animations(like our dear Skullmageddon, bless you <3) but making hem work for free for the main animations? They must be very naive or, like the rest of people working on this, not having the minimum idea of the dimensions of their needed work. Animation is fucking hard.
 
If this was a freeware project or they had not yet asked for anyone's money, I would agree. But its not, they've taken peoples money and now they deserve every bit of criticism they can get.

I agree that they definitely need feedback and criticism. And yes, things are always different when money is involved, especially when it's misused or wasted. I'm just trying to say that there's a difference between providing criticism and repeatedly hating on someone.

I don't agree with not calling people out for their failures. That's perfectly justified, if you set out to do a thing you should not expect everyone to pat you on the head, especially if you accepted money to do it.

That's a good point. Especially in a case like this where people have given them money (multiple times), yet thus far they've failed to produce what they have promised. I guess I'm more or less just responding to what I perceive to be unnecessarily harsh comments and negativity. I know some people are upset and others are disappointed or even angry, I just wish people would be a little bit more tactful in how they show it. There are ways to call someone out on their failures and provide some feedback without just repeatedly bashing on them, ya know?
 
Yeesh, I kept out of this thread for a bit, and kind of lurked, but I gotta speak out and agree with Skullmageddon about the harshness. Now, I initially loved the concept and admittedly still like the art, I was hyped about it, but the recent showings have left me cold and not hopeful for the project, also the revelation about the multiple funding attempts is wigging me out a bit since I thought there just two. Also-also, as Chicken mentioned, the deal with the main artist volunteering is something I never knew and that doesn't sit well with me considering how much work they have to put into, in my opinion, beautiful animation.

The thing is, there's some weird schadenfreude going on here, it's like I can hear people salivating at the messes and eagerly waiting for this to crash and burn. Also the excitement at wanting them to come on here "daring them" to tangle with the board is...well weird. That's just my opinion. I get the outrage, at first I wasn't sure where it was coming from, then I saw the gameplay videos and I admit, I couldn't stop cringing and shaking my head. The thing is though, I feel a lot of the problems come from inexperience and aiming too high as it's been said, rather than a malicious ploy at scamming. They do need to step it up and get things right asap though, because while they still have time, people did put a lot of money in this to get it somewhere, and confidence is dropping rather quickly with each new youtube clip showcasing a horrible glitch.

Maybe it's the optimist in me or something, but if they really just said "guys, we need to get a grip" buckle down, focus and miraculously fix the problems present and make something decent, I think that would be a win. I'm trying to be a bit less cynical these days, but not sure if I'm dipping into comsic-hippie-optimist, but I'm just hoping that they learn something from the feedback and don't continue in the same way they've been doing so far.

Tl;dr hoping more for "Dude...what the hell is this? Tweak this, debug that, maybe scrap this and place the funding here" instead of "OMG, they failed, yes..hnnng, cigarette!"
 
That is not even remotely true. They had a video comped together to look like a game, and ABSOLUTELY no idea what to do. They didn't even know what fighting game terms meant.
Beast's Fury is a playable demo with movement and hitboxes, that's miiiiiiiles above what Chainsaw was ever going to reach.
You can crap on the demo or the project for the problems they have, but comparisons like that are unjustified and fairly insulting.
I wasn't saying it to be nice.

I honestly don't care what they put out. These guys ran an IGG campaign, failed to deliver on anything, then ran a kickstarter with entirely different goals. You backed the IGG cuz you thought Mathilda looked cool? Well, fuck you, we blew the money and are going to do Don instead. Oh, and she's now 5 stretch goals away. But hey, at least we have a needlessly elaborate super animation!

At least the Chainsaw Incident people had the decency to cancel their kickstarter when they realized they couldn't pull it off.
 

Video is from the buggy as hell initial demo release. Watch @3:00. So turns out the yellow bar under the health is something that only charges when specials are used (whiff/hit/block) and when filled it allows the player to fadc/RC/x-factor cancel anything. No known buffs while it drains, but once it reaches zero, you immediately drop whatever you're doing and fall into a recovery animation that's like Sol's dragon install.

There's nothing fun or good about that mechanic. If you try to use it to make something safe, you're just gonna eat a full combo anyways. And considering Vincent can cancel specials into other specials AT NO COST, there's no reason for him to ever use it to extend combos.


STAHP.jpg

https://www.facebook.com/BeastsFuryGame/posts/743201999109687

............pls....just....stop....no......
 
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At least the Chainsaw Incident people had the decency to cancel their kickstarter when they realized they couldn't pull it off.
(I don't know if you mean "it" -> the kickstarter, or "it" -> making the game once funded.)
They cancelled the Kickstarter when they realized they couldn't reach the funding goal and would be embarrassed forever, as opposed to cancelling it when they realized the end product was beyond their capacity.

I realize you weren't saying it to be nice, but the Beast's Fury people are clearly TRYING...and yes they are failing, but the Chainsaw group really wasn't even trying.
There's all the difference in the world between "I want to do this but won't try" and "I am trying to do this but it turns out I'm bad at it" - namely, the effort. It doesn't make the result more of a success but it certainly makes them less of a failure.

These updates are not confidence-building, though.
 
Reminder that the people making the Chainsaw Incident didn't know what hitstop was
 
I'd have to agree with Mr.Mike Z here
As much of a laugh that I'm getting, I don't really want these guys to crash and burn.
They very clearly have an idea of what they want to do, but just didn't really have the understanding of proper budgeting or constructing a proper engine for the thing
but if they can get their shit together enough to put something that isn't a trainwreck out, good on them
 
At least this series still going on. It's true they're showing some iffy design choices, but we can definitely continue to support the project by actively telling them what we see and they should take into account for everything.

And anyways, it does service as a good indication of how to not go about making an indie fighting game. I've been using as a reference for my own passion project I'm working on.
 
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Oh here's an idea! Why doesn't Mike swap over to Beast's Fury? He could help straighten things out!
After he's done with Skullgirls, of course! I mean this could be the answer to the "what happens after Robo-Fortune?" question!!
The answer is we all swap over to Beast's Fury! It'll be the spiritual successor to Skullgirls!

I am, of course, joking.
 
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oh yeah remember seeing that ... yeah ... not really the wisest of decisions making the backer rewards when you still have the game to finish. But hey at least they are working on trying to make their customers happy. kinda. ( really trying to not get mad over this, inner peace man. Personally feel like this guys are acting very irresponsible with this whole project. )
 
Honestly I'm curious if the guy involved with the project will come back here. Kind of gets boring if thread ends up being a one sided shit flinging fest at the game. Things get more interesting when there are two sides in an active discussion which is probably why I watched this thread this long.
Alternatively, what if you guys keep playing around in the demo, you actually start to like the game or cause people to invest in it?
 
I kind of feel bad for developers that really enjoy fighting games casually and want to make one themselves, because I don't think they realize just how hard it is. Fighting games are really hard to design from the ground up. EVERY single competent has to work well holistically or the entire game just doesn't work. To that end, you really have to know how fighting games work mechanically and WHY they work or the whole thing falls apart.


By comparison, if you're making an FPS or RTS or whatever, its easier to tweak things that don't work once the game is out if you aren't 100% sure what you're doing. Tweaking damage of "Gun A" because its too strong is a hell of a lot easier than fixing things like hitstop not working/hitboxes not working/whatever later in the games development once characters and things are in the game. Its a lot easier to screw up the base game and have the whole thing not work as a result.

A lot of these games seem to be made by people who played a bit of Street Fighter 2 back in the day and were like "That game was awesome, WE can do that!" and they don't realize why Street Fighter 2 works the way it does. Its not like the days of shameless rip offs during the SNES era where it was just "pump out a fighting game as fast as possible because SF2 is huge". Instead, its developers that love fighting games wanting to make them but not realizing how hard it is.

So yeah, we're probably being too hard on them.

Granted I don't develop games or know anything about games development, but it certainly seems to me like a fighting game is one of the hardest types of games to make.
 
Alternatively, what if you guys keep playing around in the demo, you actually start to like the game or cause people to invest in it?
You've seen the videos of what happens when they play the demo, right?

I actually can't play the demo at all. It's legit unplayable. Loading takes too long, and if I'm using Vincent it gets stuck on the end screen indefinitely forcing me to reboot (this combined with loading a match taking forever means I have to wait 5-10 minutes to play a character for two rounds). I've tried to record these happenings, but a combination of OBS and this game on my laptop is the worst experience ever.

Personally, I think enough people have invested in it. It's not our fault they aren't smartly or efficiently using those investments, and they've gotten enough support that they should stop asking for it and produce something that respects the trust put into it by all the people who gave them money.
 
yeah i hate to admit this but even with my beefy computer the game likes to run sluggish from time to time, and when i'm recording it can just drop frames outa no where. It is clear that the game is not optimizing it's performance and loading in the raw files for the characters. If they fix this it would a very good step in making this much more accessible to their players, and thus more people would be able to bug test this game.
 
I kind of feel bad for developers that really enjoy fighting games casually and want to make one themselves, because I don't think they realize just how hard it is. Fighting games are really hard to design from the ground up. EVERY single competent has to work well holistically or the entire game just doesn't work. To that end, you really have to know how fighting games work mechanically and WHY they work or the whole thing falls apart.


By comparison, if you're making an FPS or RTS or whatever, its easier to tweak things that don't work once the game is out if you aren't 100% sure what you're doing. Tweaking damage of "Gun A" because its too strong is a hell of a lot easier than fixing things like hitstop not working/hitboxes not working/whatever later in the games development once characters and things are in the game. Its a lot easier to screw up the base game and have the whole thing not work as a result.

A lot of these games seem to be made by people who played a bit of Street Fighter 2 back in the day and were like "That game was awesome, WE can do that!" and they don't realize why Street Fighter 2 works the way it does. Its not like the days of shameless rip offs during the SNES era where it was just "pump out a fighting game as fast as possible because SF2 is huge". Instead, its developers that love fighting games wanting to make them but not realizing how hard it is.

So yeah, we're probably being too hard on them.

Granted I don't develop games or know anything about games development, but it certainly seems to me like a fighting game is one of the hardest types of games to make.
You're completely right. My dream has been to create a professional fighting game like Blazblue or Guilty Gear, and I'm currently working on that as a passion proect, but oh man did I not know what I was getting into. Even with how small of a following my game, which isn't even truly in development is has, which amounts to a very close knit forum of people I'm friends with, expectations are high, and I honestly had no idea what I was jumping into, what I'd need to know, how things works, who I would need to get to work on this. I'm only doing Invocation as a passion project, not a commercial game or anything, but even then, working on this in my free time, it's a ton of work. Because of that, I kinda sympathise with guys, though I do see many of the flaws they've made and am taking notes on what to avoid doing too early and what to make sure I have working before I get too crazy with designs and characters and everything.

Am I shameless promoting my own project? no, I'm just pointing out that Beast's fury is a good example of bad designs made when creating a fighting game, and something to learn from for us game creators out there.
 
You've seen the videos of what happens when they play the demo, right?

I actually can't play the demo at all. It's legit unplayable. Loading takes too long, and if I'm using Vincent it gets stuck on the end screen indefinitely forcing me to reboot (this combined with loading a match taking forever means I have to wait 5-10 minutes to play a character for two rounds). I've tried to record these happenings, but a combination of OBS and this game on my laptop is the worst experience ever.

Personally, I think enough people have invested in it. It's not our fault they aren't smartly or efficiently using those investments, and they've gotten enough support that they should stop asking for it and produce something that respects the trust put into it by all the people who gave them money.

Yeah I've seen said cringeworthy videos for a few seconds before cutting them off. Have I played the game, nope and never will. Hell I feel they should quit not because they aren't succeeding, but cause they're playing with people's money. I'm afraid people are gonna start liking this game. It clearly wasn't planned out properly
 
Or y'know, shark busts
I thought of something very different than what was on that link
 
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