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Beast's Fury - Updates & Discussion

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Waiting for the inevitable Maximilian video.

Also, I'm not sure if I got the concept down correctly, but are the characters supposed to become more beast like as the match goes on? Wouldn't they have to redraw finisher frames for every character multiple times to reflect these changes?
 
I don't think these people actually want to make a fighting game, they should have just made an animated movie or even a beat em up or something.

Are we taking any bets on the next guess character they're going to announce? my money's on jontron.
 
What would Jontron be, a green-cheeked parakeet like Jacques? I think there already is some bird person thing.

And speaking of Maximilian, doesn't it look strange on their page that it features Benny voiced by Max but the cyborg raptor doesn't have a credit? Did Egoraptor drop out?

W said:
There's an old saying in Tennessee - I know it's in Texas, probably in Tennessee - that says, fool me once, shame on - shame on you. Fool me - you can't get fooled again. Heh heh heh.

I haven't donated anything for all the crowd-funding campaigns (I've lost track to how many it has been). Has anyone here funded them? Will you pay again?
 
This is what, the fourth time they've asked for funding (and flexible funding each time, no less)? And after they were successful once and showed they have no desire to allocate their funds sensibly? I never want to see a developer fail at making their ideal game, but I find it hard to even care at this point and I doubt people who backed before and saw nothing for their money will be willing to repeat the mistake.
Fifth. Fifth time. They did a IndieGoGo, didn't get the money, erased that IndieGoGo, did another IndieGoGo, didn't get the money again, erased that IndieGoGo again, started a third IndieGoGo, got the money, did a KickStarter, got the money again, now are DOING IT ALL OVER AGAIN for the fifth time.
 
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Fifth. Fifth time. They did a IndieGoGo, didn't get the money, erased that IndieGoGo and did another IndieGoGo, didn't get the money again, erased that IndieGoGo again, started a third IndieGoGo, got the money, then did a KickStarter, got the money again, now are doing IT ALL OVER AGAIN for the fifth time.
What doesn't make sense to me is they stated in one of the IndieGoGo's that they need the money to make a tech demo because publishers are interested in the concept. Why would they need more money to make more characters if a publisher was going to fund them anyway? Did the publisher thing fall through or what? Honestly, they're trying to fund a project that a big chunk of people do not care for or heard of. I think if they spent the resources on making the two characters and maybe two stages that can show off what they can do, then maybe they can try to get more funding later.
 
What doesn't make sense to me is they stated in one of the IndieGoGo's that they need the money to make a tech demo because publishers are interested in the concept. Why would they need more money to make more characters if a publisher was going to fund them anyway? Did the publisher thing fall through or what? Honestly, they're trying to fund a project that a big chunk of people do not care for or heard of. I think if they spent the resources on making the two characters and maybe two stages that can show off what they can do, then maybe they can try to get more funding later.

They stated in the video on their current IndieGoGo page that they were talking to various investors, but couldn't come to any agreements. Or whatever.
 
They stated in the video on their current IndieGoGo page that they were talking to various investors, but couldn't come to any agreements. Or whatever.
gee i wonder why... sigh... i'm sorry I'm just looking at this and I can't help but to feel kinda ticked off for the people who gave you money all these times. It just comes off as sloppy and it really makes people here wonder if the dev team behind this game is even able to manage money or the production of the game.
 
Guy, guys, guys,
I bet there is a perfectly reasonable explanation for all of this.
 
They stated in the video on their current IndieGoGo page that they were talking to various investors, but couldn't come to any agreements. Or whatever.
A crisp $1 bill says that they mean this in the, "I once said hi to Arnold Schwarzenegger," kind of way.

"So, you're talking to investors?"
"Yeah, we've been sending emails to them for, like, 9 months! We're due a reply any day, now!"
"Oh."
 
okay, guys, kai... sigh this what the Dev Team has stated on their new Indiegogo page.

They all have shown interest in the game, however all of the offers we were given didn't coincide with our desires, and after much deliberation, we decided we'd take what we have and present it to the community once more, in an effort to produce the game ourselves without having a publisher to go through.

Look Evil Dog, you're a nice guy and I don't want to get angry, but all of this, it just comes off as a big mess and I can't help but to imagine money being wasted by doing all of this. And that thought alone, money being burnt, just pisses me off to no end. That this is your 5th time asking for money, and that your two other successful fundraisers were not enough to get a demo completed. I... sigh... I wanted to believe in you guys that it would come together and everything would be alright, but this... it tells me other wise. I'm sorry, I just... I'm done. I wish you best of luck, you're going to need every last drop of it.
 
Unfortunately however the publishers we've spoken to, though showing interest, have desired us to come back to them with a more complete looking demo. Some expressed interest in more characters, others looking for finality on mechanics. Whatever their reasoning, we've fallen slightly short of their expectations. Which is understandable, seeing as how we're a small team who has never developed a video game before.

From a post from March 24, 2025 2015. https://www.facebook.com/BeastsFuryGame/posts/774606002635953

In other words, it's their fault for not focusing their efforts on finishing a functional, playable demo and instead blew it all on fluff. And publishers asking on finality on mechanics implies that they still are on the drawing board with no solid reply on what they want out of their game.
 
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Their inability to handle money is clear as air at this point. It's just terrible that now talented people on that team have devoted hundreds of hours of their time to this project, under the leadership of a guy that thinks finding free labor is a sign of success.

Obviously I've had little faith in this project from the start, but I do respect members of their development team (don't forget Danielle is on there too), and we know they deserve a better business plan. This new Indiegogo represents the absolute self-destruction of their project, ESPECIALLY if it gets funded. If you respect any of the people working on this game, or the effort they've put in it so far, do NOT support this!
 
In other words, it's their fault for not focusing their efforts on finishing a functional, playable demo and instead blew it all on fluff. And publishers asking on finality on mechanics implies that they still are on the drawing board with no solid reply on what they want out of their game.

pretty sure everyone here warned them about these exact problems when they were running their first kickstarter.


this is ecstasy
 
I think my torture when I did a video on it stated enough of why it should be avoided.. And they are still making mistakes? Give it up. Really.
 
Kinda glad I didn't pitch in too much on this... I do want it made, but the people behind it aren't making the right decisions... glad the only kickstarter I went a little crazy on was SG >w>
 
I am not really understanding here, so, those guys, are making a game, but are asking more and more funding? they had been successful, or not? what is happening?
 
I'd like to take this time to announce my own kickstarter: Drawn To Violence!, a hand-drawn 2D fighter made to look like a child's (or artistically challenged 30 yr old's) doodles! If we hit $120k, we can use the Beast's Fury engine!
 
Well now you're just being rude.
 
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I'd like to take this time to announce my own kickstarter: Drawn To Violence!, a hand-drawn 2D fighter made to look like a child's (or artistically challenged 30 yr old's) doodles! If we hit $120k, we can use the Beast's Fury engine!
well hey now... That title isn't half bad, mind if I take it and make mmmmh maybe a cartoon? Maybe Beowulf will a major role in it. I:) you never know.
 
well hey now... That title isn't half bad, mind if I take it and make mmmmh maybe a cartoon? Maybe Beowulf will a major role in it. I:) you never know.
Take it. I've got my hands full with Hell's Angles, my edutainment geometry game.
 
Their inability to handle money is clear as air at this point. It's just terrible that now talented people on that team have devoted hundreds of hours of their time to this project, under the leadership of a guy that thinks finding free labor is a sign of success.

Obviously I've had little faith in this project from the start, but I do respect members of their development team (don't forget Danielle is on there too), and we know they deserve a better business plan. This new Indiegogo represents the absolute self-destruction of their project, ESPECIALLY if it gets funded. If you respect any of the people working on this game, or the effort they've put in it so far, do NOT support this!
Sigh this is what gets me. I really hate to see hard work go down the drain and in the end, there are some truly talented people working on this, but I fear their work will be for naught. Like I said last time, I was interested in this, but the business side was making me leery. I'd love for this project to just defy the odds and soar as high as possible, but unfortunately, I don't see that happening due to the financial and business planning.
 
I'd like to take this time to announce my own kickstarter: Drawn To Violence!, a hand-drawn 2D fighter made to look like a child's (or artistically challenged 30 yr old's) doodles! If we hit $120k, we can use the Beast's Fury engine!
I'm throwing money at my computer. No, wait, that's honey; I have some cleaning to do.
 
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I'd like to take this time to announce my own kickstarter: Drawn To Violence!, a hand-drawn 2D fighter made to look like a child's (or artistically challenged 30 yr old's) doodles! If we hit $120k, we can use the Beast's Fury engine!
If I donate 10k do I get to meet the developers, a stick, and access to the concept art?
 
Reminder to keep it civil and don't speak with extreme vitriol if you can help it.
What if I can't help it. Is it fine in that case?
 
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What if I can't help it. Is it fine in that case?
Only if you say "no offense, but" first.
 
What if I can't help it. Is it fine in that case?
Then don't post it? Calling someone out for a thing and being a douche (about the things you are calling out) are totally different things. Don't be a child.
 
What if I can't help it. Is it fine in that case?
Then don't post it? Calling someone out for a thing and being a douche (about the things you are calling out) are totally different things. Don't be a child.

i understand sarcasm doesn't always go over well in text but
cmon
 
I wonder if evil dog is still working on it or if he wised up and went on to better things?
 
He's just sayan that we don't need to be rude. There are obviously things to be upset about, as well as things that arguably warrant criticism and vocalization. Even still, there's a point at which even playful banter can become unnecessarily mean.
 
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Yeah. I was being facetious. I was poking fun at Midiman's wording, which made it sound like being a dick was fine if you couldn't help it, is all. We can totally let this go now.
 
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Fifth. Fifth time. They did a IndieGoGo, didn't get the money, erased that IndieGoGo, did another IndieGoGo, didn't get the money again, erased that IndieGoGo again, started a third IndieGoGo, got the money, did a KickStarter, got the money again, now are DOING IT ALL OVER AGAIN for the fifth time.
7th time, actually. Because they asked for Paypal donations on the Kickstarter page after it ended (which is a breach of KS ToS) and also have a Patreon.

Programmer guy (and PR guy if he's still around, which he hasn't been for like a year), I'm going to say a lot of harsh shit right now. I'm going to be objective, but I will do my best not to be insulting. If you think any of this is cruel, then that's not a fault of my words nearly as much as it is of your own failings. A spade is a spade.

Please read this page. This is you. There has been a great deal of healthy input sent your way and you have responded with basically, "I know what I'm doing!" even though the opposite is true. All the input on things like counter-hits, anchor points, memory usage, etc, was blown off in this way.

Here's a basic list of things your game needs to be playable. I have played a shitload of fighting games, and even when I haven't been able to win at them I understand them entirely inside and out (and many people here can back up my claim). You're not a unique snowflake. I've played worse games than yours, and I guaran-fuckin-tee you that all the people making those games also claimed to be unique snowflakes.
  • Negative edge. No, I'm not going to tell you what it is. You need to research this yourself as a demonstration of competency.
  • Input display and movelists need to show the actual commands, not what buttons on a 360 controller you feel like are mapped to them. This is a PC game. People use different controllers.
  • Unique effects provide extreme amounts of complexity. It's already been brought up that counter-hits in most games generally cause universal effects, and that's fine because the counter-hit effect is complex enough already without hampering the ability to understand the entire game's cast.
  • Do not use overlapping special move inputs. Why do you have a half-circle special and a quarter-circle special in the same direction with the same button on the same character? Are you not thinking critically about this? Players need to be able to precisely input what they want when they want it in a fighting game, not risk getting the wrong move because it had the same motion as the move they wanted.
  • In fact, you need to think critically about special move inputs as a whole. Street Fighter's inputs were not chosen arbitrarily! For example, the Sonic Boom motion is the way it is because it limits the amount of Sonic Booms (which are strictly better than other projectiles) you can throw in succession. SPD requires you to commit to the move. You cannot input a Dragon Punch while attempting to block.
  • If at any point you unironically use the word "spamming" when describing a fighting game, you are not qualified to make a fighting game.
  • Finish at least 1 character in your goddamn demo. Your team has no excuse to not be feature-complete by the time you're showing it off to publishers. The Skullgirls Alpha had IPS, tagging, dynamic lighting, alpha counters, variable team size, fully functioning physics, custom assists, and literally every other feature that would make it to launch, way before every character but 1 was animated. If you're gonna have that Rage mode thing, whatever, FINISH IT before doing more shit. If you're gonna have dynamic damage or characters that change during a match, make it work NOW. If counter-hits are gonna be random monkey cheese that requires rote memorization of every character's physics, then that needs to be a thing YESTERDAY.
  • The "other fighters don't dynamically change the match as it goes on" is woefully, dreadfully, infinitely naive. Your entire team (or at least everybody who can provide mechanical input) needs to understand that fighting games are a mechanical sandbox of emergent game states. If you do not grasp the immense emergence of the entire genre, you are not qualified to make a fighting game. If you as a designer or programmer can't understand that matches already dynamically change without resorting to any of the extreme measures to which you referred, I have no confidence in your ability to understand how your own game will play.
  • Download MAME, pirate Super Turbo and a shitload of lua scripts that show you how it works, and commit literally everything that is not character-specific to memory. The Street Fighter X Tekken devs nerfed throw range to 0-distance because they didn't realize they needed to make throws calculate collision boxes instead of hurtboxes. You already demonstrated that you don't have a good grasp of anchor points.
  • You know the framedata. You have no excuse for basic combo problems. 1-button infinites, crumple that can only combo into crouching lights, etc, all are issues that shouldn't even make it to any playable (even beta) state if they are unintentional.
  • I'm tired and hungry and stopping here.

I don't have any confidence in your game. I never did, in fact. You had a bad budget, bad PR, you focused on the wrong things, your game is bad to play, your visuals aren't even that good, and there is no chance (absolutely none, and I do not say that lightly) you are going to release a good game at your current rate. It's rather telling that every member of your team who has posted here hasn't played Skullgirls. You are all operating from a position of ignorance, and while it doesn't have to be permanent you are going to have to do a shitload of work to alter your current trajectory.
 
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