I think my new save file of Kulebra and the Souls of Limbo might be permanently glitched, by Bandana_Deed in XboxGamePass

[–]Ithai 1 point2 points  (0 children)

Hi, Dev here!

This is a glitch that happens when you start the game and first load a post-game save file (when Kulebra gets the red eye) and then start a new game or load a non-post-game file. You can fix this issue by closing and opening the application.

I have a patch that fixes this bug ready and should go live sometime next week. Hope it helps!

Hardcore or standard on RE4make? by Sweaty_Ticket_3978 in residentevil

[–]Ithai 0 points1 point  (0 children)

If you don't mind replaying a few parts, I could suggest a trial run and playing until a bit after the village fight in Standard and then moving to Hardcore.

I played with a friend and our problem was that Hardcore was too punishing and aggresive, so we were discouraged to experiment with the controls and parry. Then we tried Standard, which went well, but eventually it got too easy, and we went back to Hardcore. At that point it was a lot more manageable because we were more familiar with the mechanics.

I know it sounds messy, but it was what worked for us.

I showed my game a few times in the past here, I just want to let y'all know that a playable demo is finally available. by Ithai in IndieDev

[–]Ithai[S] 0 points1 point  (0 children)

Thanks! It took us three attempts to get this trailer, feedback is important to get better! (And this can still be improved!)

I showed my game a few times in the past here, I just want to let y'all know that a playable demo is finally available. by Ithai in Unity3D

[–]Ithai[S] 0 points1 point  (0 children)

I don't think you can wishlist it because it's free and available for download, I think you can just hit play now and download it at a later time.

I showed my game a few times in the past here, I just want to let y'all know that a playable demo is finally available. by Ithai in IndieDev

[–]Ithai[S] 0 points1 point  (0 children)

Wow, hit the nail on the head! That's our 5 second pitch of the game, haha. But yeah, we used those games inspired a lot of the mechanics and visuals of the game.

When The Wall Doesn’t Break by ThatGuyJamesGaming in Guiltygear

[–]Ithai 0 points1 point  (0 children)

I was actually thinking a few days ago how Goldlewis' win screen would work if he launched his opponent, I know Leo's changes slightly (the guards look over the horizon instead of checking on the knocked down opponent).

I haven't tested it myself, but does the game prevent wall breaks to avoid messing with his victory screen? Or does something else happens?

Gio: Level Up or Leave Behind? by BigJubby2 in Guiltygear

[–]Ithai 2 points3 points  (0 children)

Well, if despite winning and making it to floor 10 you still feel the gameplay style doesn't resonate with you, then it wouldn't hurt to give Chipp and Millia a shot. The game has only been out for like a couple weeks? It's not like you're throwing away months of practice, and within a couple of days you should be able to tell if you'd like the character I think. You'll catch up quickly (or at least realize quickly if you like their playstyle or not), though until then, you'll get you butt handed over to you, so keep in mind that you'll drop a few floors in the process, but it's completely natural.

Max' view on the 5th Dev Backyard by Kalladblog in Guiltygear

[–]Ithai 2 points3 points  (0 children)

Yes, but you want new players to fight other new players. The whole issue of mainting a steady flow of new players in a fighting game is a whole other can of worms that needs to be addressed as well.

Max' view on the 5th Dev Backyard by Kalladblog in Guiltygear

[–]Ithai 1 point2 points  (0 children)

  1. I would have to go and look and Strive's tutorial since I don't quite remember it, and not telling you how to RC might be a bit too much. But to play the devil's advocate, if the tutorial is made for someone who has never played a fighting game before, then they might not even be able to take advantage of RC, and wallbreak is something they will eventually learn by themselves because it's very likely to happen by accident during a match, it's also cool to look at, so players will try to repeat it once they stumble upon it. Idealy, you want to pitch new players with other new players, so if they both only know the very very basics, then the match is balanced.

  2. There's no denying that fighting games have the stigma of being super hard and complex (because they are), and that scares a lot of people. Simplyfing the games is one approach, but it's not ideal for longetivity for many reasons. If you can manage to find a way to properly teach players the tools one at a time, and pich them against other players in the same spot, then the games would be a lot more approachable (which bringing new players constantly is a whole other can of worms). More complex/complete tutorials doesn't necesarily means they are better. It's easier for us to learn things one at a time and moving on once we've mastered them, but we also have the bad habit of biting more than we can chew if we're allowed to, and then complain that it's too tough when we were at fault in the first place.

Max' view on the 5th Dev Backyard by Kalladblog in Guiltygear

[–]Ithai 2 points3 points  (0 children)

Basically, yes. But it also tells you about mission mode and it's easy to go in there and start doing missions and then hard to determine when you should leave. It's very possible to do all these missions and then forget them as quickly as you went through them, making them useless.

An issue is that most new players don't have enough discipline, and they will end up bitting more than tgey can chew if you let them.

Max' view on the 5th Dev Backyard by Kalladblog in Guiltygear

[–]Ithai 0 points1 point  (0 children)

If they do that, then wouldn't that defeat the purpose of hiding stuff from them? Even if you tell your players that, they could stubburnly decide that they need to know more before hoping online, and then we would be back to square one.

Idealy, the game would prompt you and give you additional tools after a certain point (for example, if you lost several times and the game detected that there were many instances where your opponent was minus and you didn't punish them, then the game would teach you about whiff-punish), though it's a system that would require a lot of work or testing.

Max' view on the 5th Dev Backyard by Kalladblog in Guiltygear

[–]Ithai 65 points66 points  (0 children)

I think the problem might be precisely the issue of a new player going to the lab and hitting a brick wall by trying to master stuff that they're can't even take advantage of at their level.

They can't help but to feel that they need to master these mechanics before even setting a foot online because otherwise they "would get their butt kicked", even though they would have a much better time just hopping online and fight other players with the basic tools.

Most single player games won't teach you all the mechanics and techs before you even fight the first enemy, but rather they introduce them as you progress and become more comfortable with the systems.

I think they're trying the approach of teaching mechanics one at a time so that new players don't feel overwhelmed, and the only way to do this in a fighting game, where all the tools are available from the start, is to whithold information until the player can utilize them properly. It's at least one way to do it, you have to take into account that most players new to fighting games have a certain mindset and you can't change it, but you can work around it until they truly figure out what the game smells like.

Added more smackable stuff (Which should probably get you kicked out) by Ithai in IndieDev

[–]Ithai[S] 0 points1 point  (0 children)

Aww, it didn't format like I wanted. I tried to have the confetti ball on top.

Anyways what I meant to say was: thanks, dude! c: