very fun, very silly i like the sun a lot, just think its funny in a lot of scenarios :)
one tiny thing i noticed is that you can juggle the opponent basically forever if you KO them in a corner and keep hitting them with light air attacks, and if you do that the music doesnt play in the next round for some reason (but its easy to avoid doing that so not a big deal)
this game is genuinely really fun but please add more training settings i would love to be able to train against someone who blocks, or crouches, or train in an enviroument where i dont have infinite meter. also the input system keeps making me do a DP some times when i do fireball or even just a 2M-6M.
game is super cool!! whoever decided to let you dash cancel the launcher is a sick and twisted genius. i found some dash cancel loops.
other than that though, i found that the input detection system is sort of weird? sometimes it's super strict (a 2369 input doesn't register as a quarter circle like in most games), and other times it's super lenient (you can see this at the start of the clip; i get a DP at 0:03 even though i hadn't pressed a forward input). also down-back heavy results in a standing heavy for some reason. regardless, the game is silly and cool, and these issues don't detract too much from how much fun you can have in the game.
Thanks for the feedback! I just posted an update fixing the down-back+heavy thing. I'll see if I can make the inputs a bit more consistent next time I update the game.
I play on keyboard using the 'hitbox' layout, which uses space bar to jump. In training mode, space bar is the Reset button, and there does not seem to be a way to change this. Could we be given an option to change the Reset button in the future?
Edit: seems like blocking while crouching gives me Standing Heavy instead of Crouching Heavy.
Looking forward to pressing buttons in this game :)
I'll definitely be adding that as soon as I can, didn't even think that'd be an issue, but I've had multiple people say the same thing already! I'll let you know when I update the game.
Appreciate it. I edited my post with another quirk I found. Good luck, and thank you for the game. It really is quite a neat game. I like looking at it haha
this is so fuckin fun to move around in, feels super fluid to play. insanely underrated game, you feel overpowered like in mvc and stuff but without a lot of complicated mechanics which my lack of a brain cant handle. simple and fundamentals base but insanely fun, underrated ass game.
i would give this game 9/10 easily, i do have a few suggestions however. i wish is that wakeups were more telegraphed/animated... i feel like im getting otg'd all the time and i dont know when i or my opponent are going to wake up. this might just be a skill issue, or maybe i dont understand the wakeup game, but adding an animation would definitely feel more natural. also, super inputs are rly annoying, idk why, i can never do them in an actual match apart from the qcb super (ive done these inputs many times before in other games so this is at least partly not a skill issue). id love an actual dash button that isnt the rc-like meter dash, this game feels like it would work really well with it. and finally, please make the 'tatsu' go through fireballs, i try to do it all the time and get counter hit lmao.
this game is rly good so far tho, despite my minor issues, and it could turn out incredible!! keep working on it, the fundamental gameplay is SUPER fun, more so than a lot of popular fg's imo! <33
Thanks! That's some good feedback. I did have a wakeup animation at one point but I thought it felt a bit weird. I'll see if I can come up with something else because I think you're right, it's hard to know what the timing even is at the moment.
That's interesting about the super inputs. Do you think they're harder to than in other games? And are you having issues with other special moves or just the supers? I'll try to find a way to make them more forgiving.
thanks! i imagine that if you played it a lot, you would get a feel for the wakeup timing, so thats probably just me. its just a problem with timing my meaty or my throw tech when im waking up. speaking of, a few frames of wakeup throw protection wouldn't go amiss, but maybe it already exists and i just havent noticed, or maybe this is just a matter of personal preference. the super inputs themselves arent harder, but the interpreter seems slightly weird - im not sure, i just find the 632146 and 236236 motions inconsistent in real matches. thanks for your work though, and your willingness to improve the game, i know some devs who couldn't care less lmao
oh also i got an pretty funny bug where the other player (a cpu) was rotated 90 degrees in the round start animation, and then was stuck in the floor as shown. they were still doing a bunch of actions except lower down, and they were still fully interactable but didnt move and took no knockback so idk lol
Looks super fun but... I feel like it's more the computer that has fun. It can make simple combos I can't, doesn't have blue bar costs it seems and can do special move instantly while I have to press the buttons in order and it's hard to make it work when going fast.
The only time I won was giving up the combos just to use light and heavy attacks at the right timing... but then at the third and last round it becomes even stronger,
I feel like you created something fun but that I can barely reach, rather just watch. :/ Will still rate 4 stars for the hard and funny work.
Understandable, I'll admit that the game is not particularly "friendly" in terms of teaching how it works. Still, thanks for playing and still rating highly!
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Can you post the controls please?
You can check the controls and freely remap them in the options menu!
j k l i are the ones i leared
I found out already
its in options
I play 60 games in a row (won 55). Well done, the game is really fun!
very fun, very silly
i like the sun a lot, just think its funny in a lot of scenarios :)
one tiny thing i noticed is that you can juggle the opponent basically forever if you KO them in a corner and keep hitting them with light air attacks, and if you do that the music doesnt play in the next round for some reason (but its easy to avoid doing that so not a big deal)
this game is genuinely really fun but please add more training settings i would love to be able to train against someone who blocks, or crouches, or train in an enviroument where i dont have infinite meter. also the input system keeps making me do a DP some times when i do fireball or even just a 2M-6M.
Game is peak I hope it continues to get updated me and my friends have played it for hours already
game is super cool!! whoever decided to let you dash cancel the launcher is a sick and twisted genius. i found some dash cancel loops.
other than that though, i found that the input detection system is sort of weird? sometimes it's super strict (a 2369 input doesn't register as a quarter circle like in most games), and other times it's super lenient (you can see this at the start of the clip; i get a DP at 0:03 even though i hadn't pressed a forward input). also down-back heavy results in a standing heavy for some reason. regardless, the game is silly and cool, and these issues don't detract too much from how much fun you can have in the game.
Thanks for the feedback! I just posted an update fixing the down-back+heavy thing. I'll see if I can make the inputs a bit more consistent next time I update the game.
I don't want to play this
true
is this peak chat? also any chances of the game becoming like a template? i'd legit pay bc this is so good.
I play on keyboard using the 'hitbox' layout, which uses space bar to jump. In training mode, space bar is the Reset button, and there does not seem to be a way to change this. Could we be given an option to change the Reset button in the future?
Edit: seems like blocking while crouching gives me Standing Heavy instead of Crouching Heavy.
Looking forward to pressing buttons in this game :)
I'll definitely be adding that as soon as I can, didn't even think that'd be an issue, but I've had multiple people say the same thing already! I'll let you know when I update the game.
Appreciate it. I edited my post with another quirk I found. Good luck, and thank you for the game. It really is quite a neat game. I like looking at it haha
Just posted an update fixing both issues! The training mode option can be found on the controls menu. Hope that fixes Training Mode for you!
Damn, he's good!
this is so fuckin fun to move around in, feels super fluid to play. insanely underrated game, you feel overpowered like in mvc and stuff but without a lot of complicated mechanics which my lack of a brain cant handle. simple and fundamentals base but insanely fun, underrated ass game.
i would give this game 9/10 easily, i do have a few suggestions however. i wish is that wakeups were more telegraphed/animated... i feel like im getting otg'd all the time and i dont know when i or my opponent are going to wake up. this might just be a skill issue, or maybe i dont understand the wakeup game, but adding an animation would definitely feel more natural. also, super inputs are rly annoying, idk why, i can never do them in an actual match apart from the qcb super (ive done these inputs many times before in other games so this is at least partly not a skill issue). id love an actual dash button that isnt the rc-like meter dash, this game feels like it would work really well with it. and finally, please make the 'tatsu' go through fireballs, i try to do it all the time and get counter hit lmao.
this game is rly good so far tho, despite my minor issues, and it could turn out incredible!! keep working on it, the fundamental gameplay is SUPER fun, more so than a lot of popular fg's imo! <33
Thanks! That's some good feedback. I did have a wakeup animation at one point but I thought it felt a bit weird. I'll see if I can come up with something else because I think you're right, it's hard to know what the timing even is at the moment.
That's interesting about the super inputs. Do you think they're harder to than in other games? And are you having issues with other special moves or just the supers? I'll try to find a way to make them more forgiving.
thanks! i imagine that if you played it a lot, you would get a feel for the wakeup timing, so thats probably just me. its just a problem with timing my meaty or my throw tech when im waking up. speaking of, a few frames of wakeup throw protection wouldn't go amiss, but maybe it already exists and i just havent noticed, or maybe this is just a matter of personal preference. the super inputs themselves arent harder, but the interpreter seems slightly weird - im not sure, i just find the 632146 and 236236 motions inconsistent in real matches. thanks for your work though, and your willingness to improve the game, i know some devs who couldn't care less lmao
oh also i got an pretty funny bug where the other player (a cpu) was rotated 90 degrees in the round start animation, and then was stuck in the floor as shown. they were still doing a bunch of actions except lower down, and they were still fully interactable but didnt move and took no knockback so idk lol
Looks super fun but... I feel like it's more the computer that has fun. It can make simple combos I can't, doesn't have blue bar costs it seems and can do special move instantly while I have to press the buttons in order and it's hard to make it work when going fast.
The only time I won was giving up the combos just to use light and heavy attacks at the right timing... but then at the third and last round it becomes even stronger,
I feel like you created something fun but that I can barely reach, rather just watch. :/ Will still rate 4 stars for the hard and funny work.
Understandable, I'll admit that the game is not particularly "friendly" in terms of teaching how it works. Still, thanks for playing and still rating highly!
i miss my pr0n but this helps me beat my meat in another way