11-28-2012 10:07 PM - edited 11-29-2012 05:01 AM
This will probably be the only time I post.
I hope a SuperBot employee reads this as It is pretty important for the end-user experience.
- Please make the animations correspond to the direction at which the enemy player is being pushed/launched/moved.
Example: Nariko (in air) UP + Square. It is a downward spin, yet launches the player upward.
This may seem pretty insignificant, but the reason why some games work better than others is for the simple fact that they visually and tactily coexist in unison. What I "SEE" should correspond to what happens in a gravity filled world. Minor changes like this make a very huge difference in the overall "FEEL" of the product.
Major (imo) Issue
- The rolling/dodging mechanic is somewhat broken. It passes, but it should be examined from a player's first time perspective. The problem rears its head even for more experienced players. The issue revolves around Dodging while HOLDING a direction or doging by TAPPING a direction. For those who do not know, When you HOLD a direction, your character will face in the direction your holding after the roll. TAPPING will result as follows: Front Roll (180deg turn). Back Roll (front facing).
- Firstly, I'd like to say , "I believe it is an unneccessary complexity for a simple mechanic. I do have to mention Smash Bros, just once. Because the rolling mechanics are identical, minus the HOLD + Roll issue. Smash treats holds and taps like PSABR taps.
- While you can learn this and adapt to it, there comes a problem when you try to multi-tap a direction during a roll. You end up getting a HOLD + Roll performed. This leads people into facing the wrong direction about 20-30% of the time. This is very frustraing, because it is somewhat hidden unless someone exmplains it to you (or the tutorial). Even once understood a player will have the character do something on screen which they did not intend. (This share similarity to my first minor issue, regarding visual representation). I believe this has caused the userbase, to find a subtle stumble in the fighting mechanics. Maybe many couldn't put a finger on what exactly was the reason for the overall fighting to feel alittle rougher. Well, if you roll, I think this will impact the experience.
At all minimum, I'm asking for an option to disable the HOLD + Roll mechanics. Meaning only "TAP ROLLS" will be registered.
Another suggestion is to make multi-tapping while rolling represent a TAP + Roll, instead of a HOLD + Roll.
Both issues result in a product where the user does not feel "Fully Connected" to the character, which separates the GREAT games from the not so great. I hope you take these into cosideration. I would like to see the animations issues fixed on (All characters, if they have any moves that act this way) and a single option to remove the HOLD + Roll mechanic. I do believe the roll simplification would make a very BIG difference in overall feel.
Thanks for a Very fun game
11-29-2012 04:58 AM
11-29-2012 06:37 AM
11-29-2012 09:05 AM
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