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- liero116
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- liero116
Hello everyone!
Some of you may already be aware of this game, but I'm bringing Rumble Pack here for some honest feedback. These preview videos are a bit old, but they give a pretty good idea of what to expect.
If you have actually played it before, please try it again. It's very different from distant versions.
Download : goo.gl/Nv8oJ4
Ok, so what's this game all about?
Yes it's made in MUGEN. Please forgive me for that. I'm working on moving past it. More info on this later.
It's a 4 button, fast paced fighter with a fairly strong focus on ground game and footsies. Buttons are light, mid, strong, and radix. The radix button does something different depending on which style you choose (also more on this later). The special motions are generally limited to single quarter circle motions. Nothing more complicated than a quarter circle or dragon punch motion is used (with one exception). Most specials can be enhanced with using 2 attack buttons instead of one and cost 1 bar. Supers are performed by performing a special motion and all 3 attack buttons. Most cost 2 bars.
There are 3 fighting styles and most characters have all 3. Some are missing one or more, but it's fairly complete so far. Each characters style is drastically different from each other. Different enough to be treated as a separate character entirely. Some animations are shared but move properties work differently.
More info on styles here:
Ok so how does this game work? I intended the game to be fairly simple in terms of execution. Inputs aren't too demanding and "advanced" techniques like links aren't hard since many link windows are pretty wide. I tried to keep the combo system open as well. Basic combos start with simple A, B, C, special scenarios but start to expand once you understand how the expanded combos system works.
System Info:
Currently there are 13 characters with (mostly) 3 styles each. I've aimed to create some different stuff here while staying as familiar as possible.
Ok so why am I posting this now and not 5 years ago? So look: I started this project almost 8 years ago while I was in college. At the time, I didn't really expect to take it that seriously and my art skills weren't top notch by any stretch of the imagination. Also I was not great with programming (by that I mean I didn't know how to do it). So I turned to MUGEN. MUGEN is mostly fine I suppose, but...well nevermind. Anyways, over the years, it grew into something much more polished (mechanically) and here it sits today.
My intent is to rebuild it from the ground up. I want to redo and redesign all artwork and animations and start with a newer more modern engine. I'm working on moving it over to a new, currently undecided engine, but I'm toying with Unity right now. Basically I'm looking for feedback on gameplay before I get started on the new project. I'm amping up to get moving on it and could use some criticism. Seriously tell me what you like, what you hate and why. If you find weird stuff let me know. I want this game to be great. Do me a favor and ignore the art as much as you can though. I know it's not great.
By the way, here are a couple semi-demos of the new work I'm doing on the "new" engine:
Currently I'm still debating on whether I want to do 3D or 2D. I'm leaning more towards 2D, however. That last lighting demo has me a little excited. I'm open to opinions on this as well.
Ok so you can download the most current version here:
goo.gl/Nv8oJ4
Yes it's a year old, but that's the newest version for now.
I think that's everything. Thank's for checking it out!
Some of you may already be aware of this game, but I'm bringing Rumble Pack here for some honest feedback. These preview videos are a bit old, but they give a pretty good idea of what to expect.
If you have actually played it before, please try it again. It's very different from distant versions.
Download : goo.gl/Nv8oJ4
Ok, so what's this game all about?
Yes it's made in MUGEN. Please forgive me for that. I'm working on moving past it. More info on this later.
It's a 4 button, fast paced fighter with a fairly strong focus on ground game and footsies. Buttons are light, mid, strong, and radix. The radix button does something different depending on which style you choose (also more on this later). The special motions are generally limited to single quarter circle motions. Nothing more complicated than a quarter circle or dragon punch motion is used (with one exception). Most specials can be enhanced with using 2 attack buttons instead of one and cost 1 bar. Supers are performed by performing a special motion and all 3 attack buttons. Most cost 2 bars.
There are 3 fighting styles and most characters have all 3. Some are missing one or more, but it's fairly complete so far. Each characters style is drastically different from each other. Different enough to be treated as a separate character entirely. Some animations are shared but move properties work differently.
More info on styles here:
HEX style - Accentuates a footsie based defensive ground game. This style includes an "alpha counter" (named Hex Counter) style move that can be comboed out of and a dodge. Hex Counter requires 2 bars to use. The Hex Dodge is useable with any amount of meter, but the recovery time increases greatly with less meter. It has about 9 frames of invincibility with a few frames of start up and cool down vulnerability. Generally speaking, this style has smaller combos and an average damage output, but are very good at footsie games. This style is most effectively played in a very defensive fashion.
BINARY style - Accentuates a high damage output with large combos and heavy punishment game. This style includes a "Rapid Cancel" styled technique called the "Binary Cancel". Costing 2 bars, this move allows you to cancel you current animation into a super armor powered dash. You can cancel almost any attack move. Most supers cannot be cancelled. This cancel has a few frames of animation so it cannot be used to extend combos off moves that have little hitstun. It is most effective when used after a heavy attack or a special attack. Binary style also has access to an "Overdrive" attack. Doing larger combos builds up the overdrive meter. Once full, you can perform a very powerful attack. Some overdrive moves are simply high damaging. Others help set up more possibilities. Binary style is a difficult style to master since it requires the player to be very good at hit confirming. They thrive on risk/reward scenarios.
DECIMAL style - Accentuates a rush down play style. This style includes a short hop (Decimal Jump) and a custom combo mode (Decimal Mode). Decimal Jump can be performed neutrally or forward. At the apex of the jump, you can perform most air moves. The jump height is low enough to catch people off guard. It costs 1 bar to perform. Decimal Mode can be activated at any point and it allows you to cancel anything into anything. When activated, your meter drains constantly until empty. You must have at least 2 bars to activate this mode, but it is best utilized with full meter (6 bars). Meter costs are mostly ignored here and you can perform Decimal Jump or EX moves for free. Any super can be performed for free, but will immediately drain all meter and end the mode. This mode can be used to capitalize on a punishment scenario or to create mixup opportunities.
BINARY style - Accentuates a high damage output with large combos and heavy punishment game. This style includes a "Rapid Cancel" styled technique called the "Binary Cancel". Costing 2 bars, this move allows you to cancel you current animation into a super armor powered dash. You can cancel almost any attack move. Most supers cannot be cancelled. This cancel has a few frames of animation so it cannot be used to extend combos off moves that have little hitstun. It is most effective when used after a heavy attack or a special attack. Binary style also has access to an "Overdrive" attack. Doing larger combos builds up the overdrive meter. Once full, you can perform a very powerful attack. Some overdrive moves are simply high damaging. Others help set up more possibilities. Binary style is a difficult style to master since it requires the player to be very good at hit confirming. They thrive on risk/reward scenarios.
DECIMAL style - Accentuates a rush down play style. This style includes a short hop (Decimal Jump) and a custom combo mode (Decimal Mode). Decimal Jump can be performed neutrally or forward. At the apex of the jump, you can perform most air moves. The jump height is low enough to catch people off guard. It costs 1 bar to perform. Decimal Mode can be activated at any point and it allows you to cancel anything into anything. When activated, your meter drains constantly until empty. You must have at least 2 bars to activate this mode, but it is best utilized with full meter (6 bars). Meter costs are mostly ignored here and you can perform Decimal Jump or EX moves for free. Any super can be performed for free, but will immediately drain all meter and end the mode. This mode can be used to capitalize on a punishment scenario or to create mixup opportunities.
Ok so how does this game work? I intended the game to be fairly simple in terms of execution. Inputs aren't too demanding and "advanced" techniques like links aren't hard since many link windows are pretty wide. I tried to keep the combo system open as well. Basic combos start with simple A, B, C, special scenarios but start to expand once you understand how the expanded combos system works.
System Info:
The combo system is also fairly simple. Basically, on knockdown, you can perform 1 OTG and continue from there. All attacks are able to juggle so you can continue even further. The idea is to try to juggle as much as you can before the first grounded state and then continue with a finisher after your OTG. So what's to prevent you from infinitely juggling? I've put in a (hopefully) very easy to understand and visualize "gravity system". Other games have done it, but basically, the more hits landed, the faster your target falls. It will get to a point where the opponent is falling so fast that your next hit will just whiff entirely. There are exceptions to this however. Decimal Mode ignores and resets gravity scaling entirely and the Binary Cancel resets it on activation. That's pretty much it. Are there infinites? Possibly, but this system should limit juggle infinites (barring infinite meter situations in training mode).
This game takes a reverse note from SF4 with how reversals are handled. There is no attack in the entire game with invincibility that starts at frame 0 or 1. Mashing a reversal on wakeup wont work very well if your opponent is playing properly.
There is also a counter system in place. It's pretty simple. Score a counter attack and the combo damage scales differently. Your opponent flashes purple on counter hit. Fishing for a counter and spending a ton of meter is a great way to do a huge amount of damage. This is one of the many uses for Binary Cancel and Decimal Mode. Hex style can benefit from counter attacks but in a much smaller scale as they don't have a way to use meter to extend combos.
Combos are relatively short and fairly open. Damage is somewhat high, but the game encourages resetting and careful meter management.
This game takes a reverse note from SF4 with how reversals are handled. There is no attack in the entire game with invincibility that starts at frame 0 or 1. Mashing a reversal on wakeup wont work very well if your opponent is playing properly.
There is also a counter system in place. It's pretty simple. Score a counter attack and the combo damage scales differently. Your opponent flashes purple on counter hit. Fishing for a counter and spending a ton of meter is a great way to do a huge amount of damage. This is one of the many uses for Binary Cancel and Decimal Mode. Hex style can benefit from counter attacks but in a much smaller scale as they don't have a way to use meter to extend combos.
Combos are relatively short and fairly open. Damage is somewhat high, but the game encourages resetting and careful meter management.
Currently there are 13 characters with (mostly) 3 styles each. I've aimed to create some different stuff here while staying as familiar as possible.
Charlotte - All around long range poking and high pressure character. Very strong against cornered characters but lacks in defensive options.
Sofie - Close to mid range pressure with average offense and defense. Excels in knock down - reset situations.
Roy - Close to mid range punishment character. Doesn't have much in terms of opening an opponent up, but is very good at capitalizing on mistakes.
Nadia - Mostly close range brawler. High damage, low mobility.
Natalia - Close range mixup brawler. Very good at creating openings, but lacking in defense options across the board. Making a mistake is often costly.
Yoko - Close range rush down. Good at resetting and creating high damaging situations, but requires a fairly risky play style.
Taeko - Close to mid range rush down. Good at creating knock down situations from mid range and creating close range mixups.
Tsukiko - Close grappler style. Very high damage, very low mobility.
Zxppxr - Long range hit and run style. Is able to poison opponents and create situations where death is certain. Making mistakes is detrimental to him however.
MC Supercut - All around mid range character. Good at a little of everything, bad at a little of everything. Each style has a unique focus.
Oliver - Irritating close range. What he lacks in damage output, he makes up for in mind games.
Maya - Shoto clone. That's pretty much it.
Petra - Projectile zoning and close range mixups. Armed with high air mobility and teleports to confuse and mixup the opponent.
Sofie - Close to mid range pressure with average offense and defense. Excels in knock down - reset situations.
Roy - Close to mid range punishment character. Doesn't have much in terms of opening an opponent up, but is very good at capitalizing on mistakes.
Nadia - Mostly close range brawler. High damage, low mobility.
Natalia - Close range mixup brawler. Very good at creating openings, but lacking in defense options across the board. Making a mistake is often costly.
Yoko - Close range rush down. Good at resetting and creating high damaging situations, but requires a fairly risky play style.
Taeko - Close to mid range rush down. Good at creating knock down situations from mid range and creating close range mixups.
Tsukiko - Close grappler style. Very high damage, very low mobility.
Zxppxr - Long range hit and run style. Is able to poison opponents and create situations where death is certain. Making mistakes is detrimental to him however.
MC Supercut - All around mid range character. Good at a little of everything, bad at a little of everything. Each style has a unique focus.
Oliver - Irritating close range. What he lacks in damage output, he makes up for in mind games.
Maya - Shoto clone. That's pretty much it.
Petra - Projectile zoning and close range mixups. Armed with high air mobility and teleports to confuse and mixup the opponent.
Ok so why am I posting this now and not 5 years ago? So look: I started this project almost 8 years ago while I was in college. At the time, I didn't really expect to take it that seriously and my art skills weren't top notch by any stretch of the imagination. Also I was not great with programming (by that I mean I didn't know how to do it). So I turned to MUGEN. MUGEN is mostly fine I suppose, but...well nevermind. Anyways, over the years, it grew into something much more polished (mechanically) and here it sits today.
My intent is to rebuild it from the ground up. I want to redo and redesign all artwork and animations and start with a newer more modern engine. I'm working on moving it over to a new, currently undecided engine, but I'm toying with Unity right now. Basically I'm looking for feedback on gameplay before I get started on the new project. I'm amping up to get moving on it and could use some criticism. Seriously tell me what you like, what you hate and why. If you find weird stuff let me know. I want this game to be great. Do me a favor and ignore the art as much as you can though. I know it's not great.
By the way, here are a couple semi-demos of the new work I'm doing on the "new" engine:
Currently I'm still debating on whether I want to do 3D or 2D. I'm leaning more towards 2D, however. That last lighting demo has me a little excited. I'm open to opinions on this as well.
Ok so you can download the most current version here:
goo.gl/Nv8oJ4
Yes it's a year old, but that's the newest version for now.
I think that's everything. Thank's for checking it out!
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