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Fantasy Strike

I've played it (pledged to the patreon at $5 level), it's got big potential. Super extremely low-execution (think Rising Thunder with short combos?), has an ST-feel but also kind of Divekick-y. There is a surprising amount of juice packed into each of the characters, considering the number of moves and actions they can perform.
 
The pitch seems to imply that directional special inputs weren't invented at the outset by Street Fighter 2.

This is reminding me a lot of Smash 4, right down to Sakurai's weird eccentricities.
 
At first I thought this game looked kinda questionable but then I saw there's a character who fights with a paintbrush

10/10 GOTY
 
At first I thought this game looked kinda questionable but then I saw there's a character who fights with a paintbrush

10/10 GOTY
She has... rainbows?

...A blonde painter who fights with rainbows. If she shouts "RAINBOW!" and wants to paint the panda's fur, I will buy the game.
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I watched the gameplay stream and most of the characters look way more derivative of specific SF/GG characters than I expected. The grappler has a spinning piledriver and a lariat, the sumo character has a flying headbutt and butt slam and a very familiar-looking sweep, and the undead classy suit-with-open-jacket-wearing gentleman rushdown character has dandy step and pilebunker and Dead On Time and a standing stomp that makes a shockwave. Having a character like this in the Yomi card game is kinda okay because it makes you go "it's like playing Slayer in a turn-based card game, this is cool!", but now that it's a fighting game again, albeit one based on simplified SF as opposed to GG, you're just playing a bootleg Slayer. I know there are differences, like the Slayer having a projectile that hitgrabs and the Zangief having a long-range lasso grab super, but it's still way more similar than what I see any other fighting game doing. It reminds me of Warcraft/Warhammer, where you get the impression that the developer would have just used the other company's characters if they had a license to do so.

The game's definitely not for me for a whole bunch of reasons, but I can see it bringing in a lot of players who wouldn't want to put the time into learning standard fighting games. I hope those players have fun.
 
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I saw some of the stream. The character models don't look very good! They look like they were made in Poser or something!
 
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Ok, i think this game is kind of a step backwards when it comes to the "Beginner-Friendly" fighting games. It basically is a game with all of the slightly challenging mechanics in a fighting game taken out. I feel like when a person plays this a lot and then try to come and play a game like SG or Blazblue, they are in for a worst time then someone who is playing for the first time because they have to deprogram this game from their brain.
 
Ok, i think this game is kind of a step backwards when it comes to the "Beginner-Friendly" fighting games. It basically is a game with all of the slightly challenging mechanics in a fighting game taken out. I feel like when a person plays this a lot and then try to come and play a game like SG or Blazblue, they are in for a worst time then someone who is playing for the first time because they have to deprogram this game from their brain.
Even without my instant dislike of f/b+attack grabs (it confused me in SF2 and I was so relieved when I played 3rd Strike), yeah, Yomi Counter will have to be trained out.

For a system that trains neutral without combos? I'd have two buttons, light and medium. A light attack and a poke. Pressing both would grab. There would of course be low and high hits on crouch/jump. It would have shoto special inputs. Perhaps some characters could have non-shoto specials that are still quarter-circle, and gimmicky normals like the jumping kick that hits behind, or a slow command overhead. Probably a 3rd button for dashing and maybe pushblocking. And it would have at most a 5-frame buffer, not 8.
 
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This game honestly makes me very mad. The character models don't look great, the general pacing of the fights feels off, and hits don't have weight to them. There are just design decisions here that make me question whether the game is actually helping new players or screwing them in the long run, examples being having a JUMP BUTTON AND YOMI COUNTER.

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The game is extremely unfinished, so that explains the character models and hits not having any weight to them (remember early Skullgirls?). That stuff will improve over time, honestly I'm shocked at the sheer number of characters they already have implemented when it's this early.

Also you can bind jump to up if you want. There are several characters with divekicks though so it can be convenient to have the jump button (just like in Divekick).
 
To be fair, the jump button doesn't actually have to be a button, you could bind it to up. The game doesn't otherwise use up or down inputs at all.

I'm more concerned about the fact that there's no down, and thus no high/lows.
 
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I'll be blunt: if Sirlin's trying to market Fantasy Strike as a gateway to fightan, he's kinda botched it already.

The lack of high/lows alone will make it a lot harder to transition into other fighting games where the concept does exist, not to mention the whole "get rewarded for doing nothing" concept behind Yomi Counters. The health system also rubs me the wrong way, though I currently can't think of a reason why. Maybe something about how it might make it easy to touch of death if not balanced properly.
 
This game just makes me wish rising thunder had offline play. I run a smash club at my university and I'm always trying to introduce them to traditional fighters. Rising Thunder would have been prefect, but it didn't have offline play, and I'm guessing the LoL reimagining will follow suit.

I can't judge the aesthetics too harshly from a fidelity standpoint cause it's pretty early in development, although I will echo that the character designs are fairly derivative. That being said, overwatch has incredibly derivative characters that are still appealing, so it might improve over time.

I think I'm gonna donate for a month so I can get my hands on a build, it makes me curious.
 
This game just makes me wish rising thunder had offline play. I run a smash club at my university and I'm always trying to introduce them to traditional fighters. Rising Thunder would have been prefect, but it didn't have offline play, and I'm guessing the LoL reimagining will follow suit.

I can't judge the aesthetics too harshly from a fidelity standpoint cause it's pretty early in development, although I will echo that the character designs are fairly derivative. That being said, overwatch has incredibly derivative characters that are still appealing, so it might improve over time.

I think I'm gonna donate for a month so I can get my hands on a build, it makes me curious.
Wait, there's a fighting game without offline play?!

...Oh, it's a F2P model. Still stupid. This is THE two-people-at-the-arcade genre. Even if you have to connect to the internet it should support local.