So I tried playing the new version. I got to say, nice job for improving the gameplay. I like how you add cooldowns for each projectile attack. I also like how you improved Agumon's down + special animation.
Now here are a few comments from me:
- BlackWarGreymon and WarGreymon's Terra Force explode immediately in the corner instead of being thrown. Here is the
screenshot to see what I am talking about.
- I think you should prevent the characters from colliding into each other. You can see the example
here
- I think the character should not receive any chip damages when they are guarding from regular attacks. The chip damages should come from special attacks or super moves (if you decided to implement that system later). To keep players from guarding forever, you can just give every character grappling moves.
- Well, this is more like a nitpick, but I think V-Headbutt should also be used for Veemon's forward + special instead of V Punch. It will look more natural that way in my opinion.
- Another thing is that I believe Dukemon's Final Elysium and WarGreymon's Terra Force should be reserved for their Super Moves. Maybe you can replace Dukemon's down + special with Royal Saber where he creates a shockwave from his lance and Terra Force with Grey Fire (basically a smaller version of Terra Force)
- Now I am not sure if your original intention is to make Reapermon more balanced. But for me, he is not as difficult to fight against as he used to. Maybe it's the AI? Also, his Grim Slasher and Bone Duster are not as overpowered as they were before. Because in the old game, both of his special moves keep his opponent in position. He can also immediately perform his Bone Duster after he uses Grim Slasher.
Overall, good job, dude! Also, can I share the beta on my local Facebook Digimon group?
Thank you for the feedback! A lot of interesting points you mentioned here:
- About the first two points, I will check it. Terra Force must not explode when being thrown in the corner, this is a bug I have to fix. And related to your second point, I have to activate it and see how it works. For now the current behavior is intentional.
- About the guard and the chip damage, currently there is no other system implemented to control the guard, and for me this is a way to avoid its spamming (as I did not have in mind to add the grappling moves). And the same for the force that push the characters when using the guard and receive an impact (for now this is not important with the current stages, but it will be funny with some others where you can fall off).
- Do you think Veemon would improve by adding V-Headbutt as Special+Forward move? I've done it to use a lot its fists, being V-Headbutt the Special+Up currently.
- This point about possible final attacks is interesting. The special movements were discarted when I planned this game, and instead of them I implemented the "Ultra" mode when you select directly a Mega Digimon. These movements currently have bigger cool down (like Gallantmon's Special+Down, as you mention).
- Reapermon is tricky. As you say, in the original game it was OP because it was the final boss, but here I have taken as reference that Reapermon to adapt it in the game. About the gameplay I'm based as well in Digimon Rumble Arena 2 system, a more agile gameplay. The bosses there (MaloMyotismon, for example) are strong but not OP like Reapermon in the first game. To compensate this I made the AI a bit more aggressive (considerating that for now I have a unique difficult (it can be the Normal one), but I can make it stronger/spammer for the higher difficulties) and I added more life to Reapermon, to make the fight a bit more challenging. I still have to completely define how the boss fights will be, because more Digimon in the game can be taken as bosses.
Thanks again for your feedback, so interesting and useful ^^
I want to add an extra comment here, and is that I intentionally disabled the Mega Forms to be selected directly evolved in the demo. I want to replicate the Arcade mode in Rumble Arena 1.