The title isn't popping in the cool way or weird way. It's vanilla.
Rushnerds? Nah man, you're in Coincidenceville now. Time to dust off that Nintendo!
Rushnerds? Nah man, you're in Coincidenceville now. Time to dust off that Nintendo!
Speaking of which, it's sad that people are refusing to upvote Air Dash on the Greenlight page, not because of the name or the art, but because they think it's a Smash ripoff. I guess a game can't be original unless it's a first person shooter!
The "Online" part of the title makes sense. The game is aiming at hard-core melee fans, and since melee doesn't have online play, that's a major selling point for Air Dash.
... Then you realize that melee is over a decade old and online isn't a feature anymore; it's a requirement. So yeah, they need to at least drop that part.
I would actually really not want that.
Project Update #4: Funding Cancellation
Posted by JV5 Games ♥ Like
We appreciate the backer support and feedback that we received over the past few weeks. We will be reworking our artwork and direction based on the feedback. Updates will be in the usual places.
http://www.facebook.com/airdashonline
http://www.twitter.com/AirDashOnline
What bugs me even more about that is that on their website they have a guy listed on the team for PR. They have a guy who's whole job is to advertise this thing and it still had nothing going.
Yep, I guess that's where this thing was headed. It really looked like these guys were expecting the Smashers to carry them, and that was likely their biggest problem. A new IP focused on one community is always going to have a lot of challenges. Even Project M has challenges getting Smashers behind it.
I bet they would have gotten a lot of useful feedback if they had just posted those prototype builds on their main website earlier, along with maybe their own forum. They just needed to do something to strengthen their community before the Kickstarter happened. Heck, Skullgirls had a fanbase before it was even a real game!
I agree that they need a more unique style. Personally, I still think they'd benefit from having multiple artists behind this thing, just like how M#9 did for its concepts. Having said that though, it's totally possible that the current look of ADO is more the fault of the client than the artist.
I agree that they need a more unique style. Personally, I still think they'd benefit from having multiple artists behind this thing, just like how M#9 did for its concepts. Having said that though, it's totally possible that the current look of ADO is more the fault of the client than the artist.
Maybe the director was so focused on getting flashy rendered pieces that he didn't give the artist enough time to sketch other ideas, or maybe the budget was so low that the artist had to squeeze the work into his off-hours. Making an iconic character can take a lot of time, so some problems might have just been due to poor planning, or a narrow vision of the product.
Anyway, they definitely need to rethink their approach to the game from multiple angles. I hope they pull together something better next time.
Yep, I guess that's where this thing was headed. It really looked like these guys were expecting the Smashers to carry them, and that was likely their biggest problem. A new IP focused on one community is always going to have a lot of challenges. Even Project M has challenges getting Smashers behind it.
I bet they would have gotten a lot of useful feedback if they had just posted those prototype builds on their main website earlier, along with maybe their own forum. They just needed to do something to strengthen their community before the Kickstarter happened. Heck, Skullgirls had a fanbase before it was even a real game!