Posted by Sean Altly
in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
Sir, wanted to tell you how fantastic this turned out! Just played through Arcade mode a few times; enjoyed it immensely!
Thanks!
CONGRATULATIONS ON THE LAUNCH!
I am delighted to have been able to work as a designer on a game as varied and unique as Last Bout, I really enjoyed every moment working together with everyone!
I released a video on my channel demonstrating the game, designs, etc along with the download link to this forum.
Please enjoy everyone, and thanks for the kind words!
[youtube]https://www.youtube.com/watch?v=kNlQ7rKrIXI[/youtube]
Thanks again for your work Mordecool!
Quote
- ReadMe says Quavon Crunch is performed by mashing LP/LK, but he does Widow Maker with LK. I think its a typo on the ReadMe because it seems intentional, as LK/HK decides the direction of the throw.
I'm finding lots of little errors in the Manual, I must have rushed through it. That's a rookie move, lol
Quote
- I know all characters on the roster have little things that make them busted, but I think Quavon kinda cheats the grappler archetype too hard. I like that he can skip neutral with qcb+k, but I feel EX Shining Black is maybe too strong of a move. It's basically unreactable and has some very decent range so he starts forcing jumps at distances normal grapplers wouldn't. However, I think the real issue is that you can combo into it from light normals on block, which basically means he gets the knockdown whenever he has the bar, which means he gets to the grapppler's mixup with no effort whatsoever.
This is a fair assessment, I can probably just make it blockable and make it do a bit more damage or something to make it worth the EX
Quote
Gotta say it again: I love how the game feels and looks. Excellent job man, I'll keep labbing the rest of the cast.
I look forward to it!
Quote
I've noticed that Siege's Offensive Super dropped the target frequently when hitting airborne opponents, but I couldn't find a setup to consistently reproduce that bug. While labbing her theoretical max damaging combo, I got it:
https://streamable.com/wxpdmo
This specific combo uses the ego boosted Ascensio, which by the way I think is great. But I wish her taunt was shorter, because atm is very unpractical to setup. The taunt animation is long enough for your opponent to punish you even if you pop it after a knockdown. I feel her gameplay would gain a lot if the animation was fast enough for her to taunt safely after knockdown, but long enough for her to skip okizeme entirely after that. Oki is something Siege really appreciates because of the mantis slash pressure and crossup dash, so it would be a sizable prize to pay for the ego drive.
I will def shorten the taunt, and I will look into the issue with her dropping airborne opponents
Thanks again for the invaluable feedback!
Congrats on the release! That menu screen looks especially crisp. Great designs all around!
EDIT: I have to say, as a black man I really appreciate allowing 1P to be a black dude. It might seem super small but most fighting game companies don't even do this. Good to see the representation, even in an indie project. You're awesome.
Hey I noticed this edit way after the fact and I wanted to say thanks! I won't lie, waaaaay back when I first made Tristan, the idea was for him to front his own game, but the more I developed the other characters, the more sense it made to shift Bryce into the "Ryu" slot and Tristan into the "Ken" spot. The blonde white guy main character is kind of predictable, plus Bryce represents strength, hard work and dedication while still having a personality, and in the end Tristan became almost a kind of joke character, lol. Overall I just wanted the game to have a diverse, worldly cast.
------------------------------------------------
On a different note, here's an awesome launch trailer, created once again by Raging Rowen!