trash
backwards controls, horrible unfunny "jokes" that scream trying too hard, boring repetitive gameplay, plus way to copy Miami Shark, enjoy your 15 minutes of being second rate with your trash games
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trash
backwards controls, horrible unfunny "jokes" that scream trying too hard, boring repetitive gameplay, plus way to copy Miami Shark, enjoy your 15 minutes of being second rate with your trash games
The controls aren't backwards, Right makes you go clockwise, Left makes you go counter clockwise, like in most games. We didn't copy Miami Shark, in fact we came out with Shark Mountain first. The fact that both games were released in such a short amount of time to each other is pure coincidence. I mean, you don't seriously think that we made this game within 2 days of Miami Shark being released. That's pretty much common sense.
If you didn't like the game, that's fine, but there's no need to insult anyone.
dug the character stories and shotgun hahaha
Ok, finally a fighting game that isnt a mash fest. Seems that 99% of flash fighting games are made by people who know nothing about fighting games beyond "differnet buttons do different attacks and two guys hit each other". To me, a fighting game is kind of like real time chess, there is alot of predicting and alot of strategy involved, you can't get too wreckless or too defense.
Anyway, I what Im saying is, YOU GOT THE RIGHT IDEA. Its depressing that it took so long for somebody to make a game like this. You know what you did right and you seem to be keeping up with it so Ill just skip ahead to the criticism:
-The damage is too small, all it does is make the rounds unnecessarily long and it becomes repetative quickly. Either add more combinations to vary it up a bit or the char hp should be lower in general.
-Hit boxes need tweaking. I know you hate hearing this because I you as any sane flash programmer will say "well, flash isnt that good, i cant do anything about that", but I think you can, Im a flash programmer and all you really need is creativity and lots of time to test it to make it run smooth.
One of the main strategies I would use is have a damage box for every body part as opposed to just the whole big movie clip. I dont remember exactly what causes flash to misread hittests in this kind of game, but I know its there and can be fixed, it mUST BE FIXED IF FLASH FIGHTING GAMES ARE TO HAVE A FUTURE!
-Aside from hitboxes, push back is very annoying, when you block a hit it seems to push you just out of the way of an attack requiring you to walk forward before countering. This would be fine if it wasnt for the slow speed of the walking animation and attack start up delay makes countering almost impossible. Add walk cancelling or atleast allow people to just tap the move button to walk slightly forward and me love you long time.
-I applaud the style and theme of the game as well as the way the system is set up, but I abhor the repetition. You really could add some more moves and tricks to use.
Overall, thank you for setting the record straight and atleast giving people an idea of what fighting games/marital arts simulators are all about. But you shouldnt be afraid to sacrifice realism for the sake of intuitivety. I dont want to struggle trying to get the guy to do what I want him to, I want to play and use my head and I want the guy to respond to what my brain is thinking. And be confortable in the process.
Kudos and good luck on future projects!
ps. add a static opponent in training mode, I want a way to test out combos and ways to exploit the engine :p
Thanks for some good feedback there. I am gonna relpy to each point..
Its true that the damage can be too small, a lot of this is because the computer blocks a lot more than they originally did, this is so that you can just win by constantly attacking with the spear of something. I agree though and this is gonna be better in DF3.
The hit boxes. It already uses a more complex system than just hitTest but I agree it needs to be improved and its has been in the forthcoming df3. But it is still not perfect, but I dont think it needs to be.
In DF3 the push back system has been redone and if you block you dont get pushed back.
In DF3 there are 14 different fighting styles and different characters have slightly different personalities which makes it less predictable
In DF3 i think that I have managed to make it more realistic while also making it more flowing and more frantic.
I like the idea for training mode and will put it in!
If you wanna discuss the game more please come and join my community at www.benolding.co.uk/df2 and if you want more info about df3 check out my info page at: http://www.benoldinggames.co.uk/df3.asp
Thanks again, its nice to have someone appreciate the game for what its supposed to be rather than just complaining that its too hard because they have only played it once!
A fighter takes more than that dude
What's the point of having multiple characters if they all move and attack at the same rate speed and power?
The orc guy is laughably overpowered because so many of his moves have much higher range and speed than the other characters. And the computer is apparently not programmed to block ranged attacks so you can just sit back and whack at him or anybody with back+special all day, get perfects every round.
I think the game needs work. It feels like everything is happening in slow motion and the hit boxes are pretty horrible, the computer can come up close to you and hit you where your hits wont hit his. The other problem is alot of moves require holding the button down, Im guessing you used on(press) for the buttons? Guess what, flash wont register key presses if you are holding down two buttons so two player mode is essentially impossible.
There is also a ton of bugs everywhere, like when you finish gauntlet and click on the season button, you might as well just quit becuase the game bugs out and will keep returning you to the end of gauntlet screen after every season match.
Where is the movelist?
I like the throwing against the walls bit, but they get up so horribly slow i almost thought the other guy wasnt ever going to get up the first time i played it. How about a finishing knock back attack knocks the opponent through the wall and off the screen? It wouldnt be that much harder to draw. Zooming is cute though.
The characters DO NOT attack at the same rate, speed and power. DO NOT JUMP TO CONCLUSIONS AFTER JUST 1 GAME.
Yes, the computer IS programmed to block ranged attacks. Try level 5.
I didn't use on(press). Don't be a smarty-pants.
The bugs you said occurred in only your computer maybe because your flash player ain't updated... cause no-one else encountered it that I know of. It works perfectly.
People start figuring out the moves and so the movelist is not needed... oh you didn't?
It's not really that slow...
So if you wanna start the "what's-the-point" thing, here's one for you. What's the point of spending hectic days and sleepless nights making games for you guys when all you guys give me are reviews like this?
I mean come on, I'm just one person. If you're comparing my game to something like Mortal Kombat, you know MK is a game made by a team of people.
So here, I'd like to thank everyone who were not assholes and enjoyed this painstakingly-made game.
After further playing
Here is my main gripe with this game.
Compared to the first release, the moves have been downgraded. I think this makes things a tad too difficult. Most of the moves have almost no range and you have to time them JUST RIGHT.. which is difficult to do at the fast pace of the game... the fact that the characters are really small and there is so much room doesnt help either.
I think the attacks should be more like the guy's "g" button attack in DEMO 1 (that might have been a little TOO big, but the moves in this version are WAY TOO small).
Basically, what I find is, I perform a move and it doesnt register when it should have because it wasn't "perfectly" timed, which is kinda annoying. i mean the guy was RIGHT over my head or RIGHT in front of me or RIGHT under me and I hit the right button and everything and it DIDNT hit, he didnt block, he just moved away and the hit didnt register because it was "off by a pixel" ......... you get the idea.
I guess you are not looking to make too many characters right away, but I think it would be cool to have one or two that you can unlock after you beat them in secret mode :D
Also, PLEASE make atleast one or two arenas where you cant fall though the ground!!!
This game reminds me of gunstar heroes for some reason.. good stuff
Probably in my next release, if there is one, the window will be smaller so there would be a little less space to run around i suppose. And you're right about some of the attacks being a tad too small; I think I'll be changing most of the attacks in a newer version anyway though. I'll be sure you can hit your opponent easier next time. And secret characters? Sure.. that can be arranged..
And props for the lengthy review!
OK
Ok here is what ill predict what will happen, mindless illpress fans will go berserk spam 5s and blow their whistles horns and whatever the fuck else... the foamy haters will all vote 1010101010101010 for OMG I HATE FOAMY TOO....
It would be funny if you asked for monetary donations at the title screen of this game too, or maybe antifoamy card cult?
Haha, thanks for the nice review :)
Can't wait for all the Foamy lovers ;)
hmm
The instructions link only links to the main website, good way to get hits! but doesnt help with the game. Also didnt get the point of the whole thing, maybe i have to watch arrogancy or something. It looks promising all-in-all, but i cant make up my mind that quickly.
Would that be the instructions link that tells you the basic game mechanics or the faq that tells you detailed game mechanics and gives a complete walkthrough of the game? Both of which link to my site as that's the easiest way to update and add to them.
back in the day, there was streets of rage also
Spindle reminds me of my dad, and looks like that Family Guy guy or whatever...
also Spindle is this +creation Necromancer hold item on this MMORPG that I play. (offtopic, but..)
Defining moment is definately talking shit to that cop or whatever, rofl, that was great. The guns are awesome too, just like in fucking Devil May Cry .. (shoot 2 ppl at once, makes you float in the air a little).
However, there is one reason that I ABSOLUTELY cannot play these fucking double dragon/streets of rage/final fight games.. and that is , there is only one combo.. two.. max. Doing the same exact combo on every fucking opponent, ok that drives me mad just thinking about it, in this game you have to do the same exact combo to the same person a couple of times before they die... I just cant do it, im sorry.
When there is no enemies on the screen, right click->play gets you to the next screen, and skips the repetative fighting.
I LOVE the style of it tho, the aformentioned guns, the way he does that jump kick, the enemies(the ol buccaneer is drinkin da firebreather, har har, )... Also the tall guys that stun you with their punches, thats fucking awesome ( even though it makes it alot harder).
All in all, quality work, dont make the guns stronger, put in different guns for variety. I enjoy the rapid punching, everything is good, but variety is lacking (same way it did in all those old console beatemups). I just cant play it, I can only take it so far... and thats not very far at all .
Actually, there are several combos to choose from. If you had read my intro, or played the practice mode, you would've seen em! It's a shame you didn't... they're pretty cool IMHO. 1010011010
HE WAS ONCE MAN NAMED 200PING HE IS ME NICE HIGH FIVE - BORAT
Age 31, Male
Joined on 7/22/01