The design of JetSilphymon remind me of "Hyperdimension Neptunia" it was one of the first anime I watched after a long time of not watching anime since childhood. Great work hope your game be more popular. Maybe some day you could make online game too in future.Hi everyone!
May is finishing and the new update is ready as well! This one is so special as we announce an amazing collaboration!
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New Digimon:
- Kazemon, with Zephyrmon and JetSilphymon
- Duskmon, with Velgemon (locked by default)
It is. You need to complete Our War Game Arcade Path with Agumon & Gabumonthank you so much for this amazing game, I just finished chapter 2 but I can not play chapter 3, is it unlockable?
Hi!So I think something changed in the game. When I did the thing to unlock Megidramon it didn't work.
losing gives me a do you wish to continue. Choosing not to continue doesn't unlock megidramon.
i did what u said,still nothing solved :'(You need to set up your 2nd controller too in 360ceGreat Update so far so good with the frontier series in unexpected way <3
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i still have a problem with 2 players mode,only 1 controller active at a time "even after using X360ce"
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Help!
What if you try using Joy2Key? I heard it works for quite a lot of people here.i did what u said,still nothing solved :'(You need to set up your 2nd controller too in 360ceGreat Update so far so good with the frontier series in unexpected way <3
....
i still have a problem with 2 players mode,only 1 controller active at a time "even after using X360ce"
....
Help!
As Dorumon, use his Neutral Special when you get a chance. Use a combination of Special+Forward and Special+Up to get away from Omegamonit is impossible for me to unlock omnimon x it is too difficult any advice?![]()
I'm also having trouble with Dorumon in Adventure Path in Hard. Dorumon is very bad, sometimes I will use my Up Special and the boss will still be able to counterattack me with an aerial normal (and that trade isn't good for the player), his Neutral Special is terrible, has a big start up and travels slow, in the subboss battle they will jump over it a lot.
So far my "biggest" (only) strategy is to do hit and run with Dorumon, mostly using Side Special, until filling the evo bar, then as Alphamon spamming the Down Special that deals some damage and tracks like guided missiles. It also sucks that Alphamon side special has almost no priority and loses to every other attack from bosses, also his Neutral Special is good, but has too much start up, sometimes you will eat damage before unleashing it.
I played it 3 times, 2 I was defeated by the subboss (Pinnochimon as I comented on my other post, and Piedmon, who abuses his Side Special and that thing becomes full screen when in Ultra), only in one I got to Omegamon, after defeating the much easier MetalSeadramon.
Again, devs, please, consider getting rid of the continue limit. I get the challenge feel you guys wanna have in the game, but I'm not asking for decreasing the difficulty, just to not make a "enduring challenge" to engage the "real challenge" (= doing the initial Arcade Fights all over again).
And talking about challenge again. In the same way, make a continue option between fights in the Special Battles. I worked my ass to defeat Tentomon and Patamon (it was getting easier with each retry, but a simple combo can take so much of the player's health and Patamon is hard to control because he moves a lot with his Side Special and with Seraphmon's Up Special), defeated the 2nd battle, and then lost on the 3rd thanks to a Diablomon who cornered me, and Our War Game stage has serious problems with combos in the corner duo to it's angled corners (I know and I always try to abuse it against Omegamon in Arcade's Adventure Path XD). And now I have to do Tentomon and Patamon again...
Again, leave the difficulty as it is, just don't overpunish the player and value their time (and emotional health XD).
Some more feedback:
- Omegamon/Omnimon Neutral Special (Garuru Cannon) is for some reason almost colorless when used in the factory stage (the one with crates and that opens in the middle)
- add some way to keep track of what Invasion Arcade Paths the player has done (at least I didn't find one), when clearing an Invasion Path the game will not mark that character as having a "YES" under the completion info on the character select screen
- the game's camera has problem giving the right focus when in the corner of the giant long stage (the one where you fight over Dukemon's shield, that is the boss stage for Arcade Tamers Path). The camera also has problem with the ice and sky stages when one player is at the bottom level falling and there's another player at the top plataform.
- the game has a problem when you want to change the side your digimon is facing in the air, this is not much of a problem when going for an Air Normal or Side Specil, but for Neutral and Down Specials you won't be able to turn around and use those specials in the direction you want. While on the ground you can change the direction you are facing easy and fast, and the game reads the controler inputs just fine, that only happens in the air.
- I feel some Down Specials have issues with their cooldown, I'm not sure, but I think it happens to the ones that are locked to be used only on the ground, so if they recharge and you jump (or maybe it's some other input) the Special will enter in cooldown state again despite the fact that you didn't use it.
- Imperialdramon DM didn't unlock for me after finishing 02 Arcade Path with V-mon and Wormon, I only got him after compleating 20 battles with each one.
and a sugestion:
- when a digimon evolves his health bar icon image will change to that of the evolved digimon (cool), but his name above that bar remains that of the un-evolved digimon. So if possible you guys could make so that the name would also change.
I got nothing to comment on the Special Battles tho, other than good luck lol
And finally, we intentionally keep the HUD name of the base form Digimons the player is using the same in order to indicate that you are using base form Digimons. So if a player picks Agumon and the other player is picking WarGreymon, both players can tell which one of them is using a Rookie Digimon and which one is using a Mega Digimon from the start.
Yeaah... We will see about that in the future.I got nothing to comment on the Special Battles tho, other than good luck lol
And finally, we intentionally keep the HUD name of the base form Digimons the player is using the same in order to indicate that you are using base form Digimons. So if a player picks Agumon and the other player is picking WarGreymon, both players can tell which one of them is using a Rookie Digimon and which one is using a Mega Digimon from the start.
Oh, didn't thought about that in regards to the name. You guys are right.
If you guys are adamant about no continues in Special Battles maybe try to spread the fights, spread Special Battle 1 into 2, one with 3 battles (vs Tentomon/Patamon, vs WarGreymon/MetalGarurumon, vs Diablomon) Our War game themed, and another with 2 battles (vs Omegamon/Imperialdramon, vs Armagedemon) Diablomon's Revenge themed.
About the Dorumon gameplay, it helped me with the idea of using the right part of the Our War Battle stage as a fall-respawn tactic to switch sides an control space (thanks to the fact that falling in that stage doesn't cost health). But even then you did 1 single missplay in the 1st round and Omegamon took over half your bar XD (in less than 10 seconds!) almost turning the match. And Housemon was nice with you, using mostly the flame special.
No problem on my side neither. If in that way the general experience is better we can do the change.I'm also having trouble with Dorumon in Adventure Path in Hard. Dorumon is very bad, sometimes I will use my Up Special and the boss will still be able to counterattack me with an aerial normal (and that trade isn't good for the player), his Neutral Special is terrible, has a big start up and travels slow, in the subboss battle they will jump over it a lot.
So far my "biggest" (only) strategy is to do hit and run with Dorumon, mostly using Side Special, until filling the evo bar, then as Alphamon spamming the Down Special that deals some damage and tracks like guided missiles. It also sucks that Alphamon side special has almost no priority and loses to every other attack from bosses, also his Neutral Special is good, but has too much start up, sometimes you will eat damage before unleashing it.
I played it 3 times, 2 I was defeated by the subboss (Pinnochimon as I comented on my other post, and Piedmon, who abuses his Side Special and that thing becomes full screen when in Ultra), only in one I got to Omegamon, after defeating the much easier MetalSeadramon.
Again, devs, please, consider getting rid of the continue limit. I get the challenge feel you guys wanna have in the game, but I'm not asking for decreasing the difficulty, just to not make a "enduring challenge" to engage the "real challenge" (= doing the initial Arcade Fights all over again).
And talking about challenge again. In the same way, make a continue option between fights in the Special Battles. I worked my ass to defeat Tentomon and Patamon (it was getting easier with each retry, but a simple combo can take so much of the player's health and Patamon is hard to control because he moves a lot with his Side Special and with Seraphmon's Up Special), defeated the 2nd battle, and then lost on the 3rd thanks to a Diablomon who cornered me, and Our War Game stage has serious problems with combos in the corner duo to it's angled corners (I know and I always try to abuse it against Omegamon in Arcade's Adventure Path XD). And now I have to do Tentomon and Patamon again...
Again, leave the difficulty as it is, just don't overpunish the player and value their time (and emotional health XD).
Some more feedback:
- Omegamon/Omnimon Neutral Special (Garuru Cannon) is for some reason almost colorless when used in the factory stage (the one with crates and that opens in the middle)
- add some way to keep track of what Invasion Arcade Paths the player has done (at least I didn't find one), when clearing an Invasion Path the game will not mark that character as having a "YES" under the completion info on the character select screen
- the game's camera has problem giving the right focus when in the corner of the giant long stage (the one where you fight over Dukemon's shield, that is the boss stage for Arcade Tamers Path). The camera also has problem with the ice and sky stages when one player is at the bottom level falling and there's another player at the top plataform.
- the game has a problem when you want to change the side your digimon is facing in the air, this is not much of a problem when going for an Air Normal or Side Specil, but for Neutral and Down Specials you won't be able to turn around and use those specials in the direction you want. While on the ground you can change the direction you are facing easy and fast, and the game reads the controler inputs just fine, that only happens in the air.
- I feel some Down Specials have issues with their cooldown, I'm not sure, but I think it happens to the ones that are locked to be used only on the ground, so if they recharge and you jump (or maybe it's some other input) the Special will enter in cooldown state again despite the fact that you didn't use it.
- Imperialdramon DM didn't unlock for me after finishing 02 Arcade Path with V-mon and Wormon, I only got him after compleating 20 battles with each one.
and a sugestion:
- when a digimon evolves his health bar icon image will change to that of the evolved digimon (cool), but his name above that bar remains that of the un-evolved digimon. So if possible you guys could make so that the name would also change.
......
As for removing the continue limit in Arcade Paths, I don't personally mind with removing the limit altogether. What do you think @Draco74 ?
.....
Alright. I will put a note to that thenNo problem on my side neither. If in that way the general experience is better we can do the change.I'm also having trouble with Dorumon in Adventure Path in Hard. Dorumon is very bad, sometimes I will use my Up Special and the boss will still be able to counterattack me with an aerial normal (and that trade isn't good for the player), his Neutral Special is terrible, has a big start up and travels slow, in the subboss battle they will jump over it a lot.
So far my "biggest" (only) strategy is to do hit and run with Dorumon, mostly using Side Special, until filling the evo bar, then as Alphamon spamming the Down Special that deals some damage and tracks like guided missiles. It also sucks that Alphamon side special has almost no priority and loses to every other attack from bosses, also his Neutral Special is good, but has too much start up, sometimes you will eat damage before unleashing it.
I played it 3 times, 2 I was defeated by the subboss (Pinnochimon as I comented on my other post, and Piedmon, who abuses his Side Special and that thing becomes full screen when in Ultra), only in one I got to Omegamon, after defeating the much easier MetalSeadramon.
Again, devs, please, consider getting rid of the continue limit. I get the challenge feel you guys wanna have in the game, but I'm not asking for decreasing the difficulty, just to not make a "enduring challenge" to engage the "real challenge" (= doing the initial Arcade Fights all over again).
And talking about challenge again. In the same way, make a continue option between fights in the Special Battles. I worked my ass to defeat Tentomon and Patamon (it was getting easier with each retry, but a simple combo can take so much of the player's health and Patamon is hard to control because he moves a lot with his Side Special and with Seraphmon's Up Special), defeated the 2nd battle, and then lost on the 3rd thanks to a Diablomon who cornered me, and Our War Game stage has serious problems with combos in the corner duo to it's angled corners (I know and I always try to abuse it against Omegamon in Arcade's Adventure Path XD). And now I have to do Tentomon and Patamon again...
Again, leave the difficulty as it is, just don't overpunish the player and value their time (and emotional health XD).
Some more feedback:
- Omegamon/Omnimon Neutral Special (Garuru Cannon) is for some reason almost colorless when used in the factory stage (the one with crates and that opens in the middle)
- add some way to keep track of what Invasion Arcade Paths the player has done (at least I didn't find one), when clearing an Invasion Path the game will not mark that character as having a "YES" under the completion info on the character select screen
- the game's camera has problem giving the right focus when in the corner of the giant long stage (the one where you fight over Dukemon's shield, that is the boss stage for Arcade Tamers Path). The camera also has problem with the ice and sky stages when one player is at the bottom level falling and there's another player at the top plataform.
- the game has a problem when you want to change the side your digimon is facing in the air, this is not much of a problem when going for an Air Normal or Side Specil, but for Neutral and Down Specials you won't be able to turn around and use those specials in the direction you want. While on the ground you can change the direction you are facing easy and fast, and the game reads the controler inputs just fine, that only happens in the air.
- I feel some Down Specials have issues with their cooldown, I'm not sure, but I think it happens to the ones that are locked to be used only on the ground, so if they recharge and you jump (or maybe it's some other input) the Special will enter in cooldown state again despite the fact that you didn't use it.
- Imperialdramon DM didn't unlock for me after finishing 02 Arcade Path with V-mon and Wormon, I only got him after compleating 20 battles with each one.
and a sugestion:
- when a digimon evolves his health bar icon image will change to that of the evolved digimon (cool), but his name above that bar remains that of the un-evolved digimon. So if possible you guys could make so that the name would also change.
......
As for removing the continue limit in Arcade Paths, I don't personally mind with removing the limit altogether. What do you think @Draco74 ?
.....
Your feedback guys is so nice and important to polish and balance the things in a better way, cause we want to keep our idea of difficulty but without generating frustration or sensation of losing your time. Thanks for all suggestions and comments
Separate menu controls and fighting might be hard to implement for now. What do you reckon? @Draco74I just wanted to say that i love your game and leave some suggestions here:
Seperate controls for menu and fighting. (I´m using my controler and wanted normal attacks on the square button, now i have to press square in menus for accept and it just feels strange.)
Rename digimon if the skin you are using, is another digimon (Like the Kuzuhamon Skin).
And of course some digimon (sorry if someone already wrote them down, its hard to go trough 50 pages and look for every digimon name):
Veemon - Flamedramon
Black Gatomon - Ophanimon Falldown Mode - Lilithmon
Renamon - Sakuyamon/Kuzuhamon Miko Mode
Black Gabumon - Black Metalgarurumon
Black Guilmon - Chaos Galantmon
Omnimon Zwart D - Omnimon Alter-B
This is rather tricky. Some people could use the controller just fine, while others are having difficulties setting up their controllers. The controller which I know work for sure is an XBox 360 controller. For PS3, PS4, or other generic controllers, you will need a 3rd party software to get it to work. x360ce & Joy2Key are a few examples of said softwarecan I play the game using a USB controller? if so is there any tutorial on how to do that?
plus, if the game got updated how can I install the new update without losing my progress?
Hi! The colors for the Digimon are unlocked by winning battles in VS Computer or in Arcade modes. The last one is unlocked with 70 victories, and the golden one is by completing all Arcade paths with that Digimon. There is a 10th color which has a green lock that is not yet available in the game.I loved your work but I still lack some digimons that I don't know how to release. if you have a password to release all digimons I would like you to pass it on to me please. privately if possible. and I wanted to know how to release the rest of the colors especially from Renamon. oh yes and will be added in the future. Kuzuhamon and Sakuyamon X ?
so to release the colors for Renamon will be complicated for me I think haha. but i think i will tryHi! The colors for the Digimon are unlocked by winning battles in VS Computer or in Arcade modes. The last one is unlocked with 70 victories, and the golden one is by completing all Arcade paths with that Digimon. There is a 10th color which has a green lock that is not yet available in the game.I loved your work but I still lack some digimons that I don't know how to release. if you have a password to release all digimons I would like you to pass it on to me please. privately if possible. and I wanted to know how to release the rest of the colors especially from Renamon. oh yes and will be added in the future. Kuzuhamon and Sakuyamon X ?