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  1. MightyZug

    SG Mobile - Strategy Discussion

    On our list of things to potentially add, but hard to provide a specific timeframe given some of our other goals. Looking forward to getting your thoughts on this in context of the full game when more high level content is available! The content we've provided has been focused on the lower-mid...
  2. MightyZug

    Skullgirls Mobile General Discussion

    Ah, found 'em! Treasure Nodes in Advanced Events. We'll fix it! It's on top of the FIGHT button on the Match Preview screen (see lower right corner of the screenshot below): Good call! We'll check it out -- some UX polishing we need to do for that whole Match Preview > Team Selection >...
  3. MightyZug

    Skullgirls Mobile Bug Reports

    Great sleuthing! @Zidiane was the Peacock super not working properly when YOU used it, when the AI used it, or both? Regardless, we'll look at Bandwagon and see if we can figure out what's up with it not firing off reliably. Bizarre! We'll look into it. Nope, shouldn't be unblockable! We'll...
  4. MightyZug

    Skullgirls Mobile General Discussion

    Yes, it definitely carries over. Did it look like it didn't? Perhaps you happened to get just enough to level up? Yeah, the FEEDBACK button was a new addition for the Beta, it won't be that prominent (it'll just be on the Options screen in the final game). Sorry for the headache in the...
  5. MightyZug

    SG Mobile - Strategy Discussion

    Videos are OK. We would just encourage you to note that this is still a Beta (and an offline version at that, so no online modes, etc), lots of bugs to fix and tuning to be done before it's ready to go live! It is much more simple (by design of course), although there's a fair amount of nuance...
  6. MightyZug

    Mobile Season 1 Story Mode Discussion

    There may MAY be clues to this effect within Story Mode!
  7. MightyZug

    Skullgirls Mobile Bug Reports

    Ah, I think I misunderstood the behavior you're describing. The non-BB characters should be frozen until the BB character has had an opportunity to hit. We'll look into that. Great points! I'll look into that -- might be something we just need to adjust in order to link that functionality to...
  8. MightyZug

    Mobile Season 1 Story Mode Discussion

    Up to you! Although THERE BE SPOILERS HERE.
  9. MightyZug

    Skullgirls Mobile General Discussion

    Yeah, this is something we've considered as well. That said, this is one of the things that actually a lot of non-Fighting gamers have liked about the current setup -- there are very few "neutral" actions (i.e. dash forward w/ no action), so it's easier to "stumble into" attacks, combos and...
  10. MightyZug

    Skullgirls Mobile General Discussion

    Funny story. Even in the earliest stages of development, non Skullgirls players who played the game always felt like the game "felt broken" when they couldn't throw characters out of attacks or hit reactions (it was one of our most common complaints early on). As a result, we adjusted the...
  11. MightyZug

    Skullgirls Mobile Bug Reports

    We can play with some of the windows. We definitely want to generally allow you to counter attacks when the opponent over-extends, but if you're not immediately adjacent to Diamond Dynamo before it fires off, we want to allow you to be able to backdash out of range (or potentially turtle through...
  12. MightyZug

    Mobile Season 1 Story Mode Discussion

    She is actually PRE Life Gem! Note her lack of scars (and pants!).
  13. MightyZug

    SG Mobile - Strategy Discussion

    Good finds all! You'll need to connect with the moves in order to maximize their effect, so those results aren't necessarily a given without the skill to execute them. Beyond that, if need be we can potentially lower the Cooldown values, or set Cooldown to be an effect that doesn't compound...
  14. MightyZug

    SG Mobile - Strategy Discussion

    FWIW, you're eased into it -- understanding these systems at a more advanced/nuanced level isn't really required until you get deeper in the game. :)
  15. MightyZug

    Skullgirls Mobile Bug Reports

    It's intentional to allow you some window to potentially evade the attack (e.g. during Cerebella's Diamond Dynamo) and to encourage players to combo into their Blockbusters. Let us know if you encounter any other oddities. The current logic is that characters should be able to collide and...
  16. MightyZug

    Skullgirls Mobile Bug Reports

    This is a great solution! I hadn't noticed that previously. We'll take a look at getting something like that in the game. Thanks for the suggestion!
  17. MightyZug

    Skullgirls Mobile General Discussion

    That's your raw HP and ATK values, they increase every time you level up (and are used to derive your Fighter Score for that character). We'll be celebrating that more with our Level Up effects in a future update. They currently lower your level as part of our DEBUG functionality (tapping your...
  18. MightyZug

    Skullgirls Mobile Bug Reports

    Yeah, the implementation we have in there now is more like a "Streak" than a true Combo (ala the original SG). It's closer to what they do in other "casual" mobile fighters like Contest of Champions (although ours does has a time expiry to ensure urgency, whereas theirs persists until you get...
  19. MightyZug

    Skullgirls Mobile Bug Reports

    Ah, gotcha - you just mean the Combo counter. Phew! Yeah, we've definitely made it more forgiving in the interest of enabling larger max combos, but it may be a bit too much. We'll look into it.
  20. MightyZug

    SG Mobile - Strategy Discussion

    That's quite possible! Although you can conceivably tag out immediately afterwards to negate a good chunk of the BLEED damage. There are also Abilities that some characters have that will grant their teammates chances to proc REGEN, which makes them effective anti-BLEED teammates. All stuff we...