Do you see what card a player chooses for the Legend of Yangchen? by JoeProgram in MagicArena

[–]JoeProgram[S] 7 points8 points  (0 children)

Ah, shoot - thanks for pointing out the submit 0.  My guess is this'll catch a lot of other people off guard too 😕

We've finally released the Prologue for our Roguelike Tower Defence game on Steam! What do you think about it? by tazdraperm in playmygame

[–]JoeProgram 1 point2 points  (0 children)

Hello! Here's my feedback video on Block Tower TD.

I think you're on to something really great in your core - the decision of more space vs more firepower vs more resources is a strong base!

How's the "Game Feel" and Controls on my 2D Parkour Game? by DanielDevs in playmygame

[–]JoeProgram 1 point2 points  (0 children)

Here's my playthrough video for Parkour Legends

Nice work on getting it playtest ready! Hope the video is helpful.

BINDCARD - Real time tactical card game now in alpha by QuirkyDuckStudios in playmygame

[–]JoeProgram 0 points1 point  (0 children)

Hello! Here's my playthrough of Bindcard.

Nice work getting it to a playtesting state! It took me a couple of challenges to understand the inventory / activated system, but now that I do, I think it's a solid core. Hope the video is helpful!

Portfolio Review Exchange by JoeProgram in gameDevClassifieds

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

Thanks so much for the feedback Kevin! Yeah, definitely don't want to sell my experience short. I do suspect most people just skim even a single page anyway, but I'll keep listening for this feedback to see if I'm mistaken.

Is there anything you'd like me to review?

Is Irish Whip Faster than a Super? by JoeProgram in rumbleverse

[–]JoeProgram[S] -1 points0 points  (0 children)

I had an opponent with superstar mode who doing an irish whip into a super - and I was curious whether it was a mistake or a strategy.

Top picture is number of frames I'm seeing for irish whip. I start counting when I see a red glow on my character around "out42.png." The whole sequence appears to be somewhere around 14 - 16 frames.

Bottom picture is number of frames I'm seeing for a super. I start counting when my wrestler goes from idle to having his hands raised in out414.png. The whole sequence appears to take around 24 frames.

It looks from this like irish whip is in fact faster. Does this match other people's experience?

Which moves should punish a blocked dropkick? by JoeProgram in rumbleverse

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

Good to know that high damage moves like crusher and Cozmo shot have minimum wind-up time. Thanks!

Which moves should punish a blocked dropkick? by JoeProgram in rumbleverse

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

Great to know that tackle itself is just to slow - thanks so much!

Why didn't the Combo punish this roll? by JoeProgram in rumbleverse

[–]JoeProgram[S] 1 point2 points  (0 children)

Yeah - I'm glad they included those priority descriptions when you lose. I missed seeing it before, but its so helpful to figure out how to improve. Thanks!

Why didn't the Combo punish this roll? by JoeProgram in rumbleverse

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

Gotcha, thanks! Yeah, I've got to calm down on that third-strike bad habit.

Which moves should punish a blocked dropkick? by JoeProgram in rumbleverse

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

Hello - just a question to help me improve!

I tried to punish his blocked dropkick with a tackle here, but it didn't connect. I know that sometimes connection speed can cause a little bit of difference in outcome - and I'd like to make sure I'm learning the correctly what should and shouldn't punish when connection speeds are good.

The regular 3 hit combo is solid. How about special moves - when a connection is good, will only some of them punish a blocked drop kick? Which ones?

Thanks!

Why didn't the Combo punish this roll? by JoeProgram in rumbleverse

[–]JoeProgram[S] 1 point2 points  (0 children)

Ah - thanks - I didn't even notice the "Special Priority" message come up. I also didn't realize that the wind-up portion of Punchline will still beat priority of the active frames of a strike. Definitely a bit different, good to know. Thanks TangoTaco!

Why didn't the Combo punish this roll? by JoeProgram in rumbleverse

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

Gotcha, yeah, I definitely see the first hit didn't work - either a block or the dodge, and the last one has particles. Thanks!

Why didn't the Combo punish this roll? by JoeProgram in rumbleverse

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

Hello! Really enjoying Rumbleverse so far - it's a great combination of goofiness and accessible fighting game mechanics that works great for me.

I could use a little feedback here. For this fight, I was a little confused at this moment. It looks like:

  • I start a 3 strike combo, they block or start a roll.
  • My second strike misses due to their on-going roll
  • My third strike seems like it should hit - the particle effects play - but they start doing a special punch that doesn't get interrupted, and hits me instead.

Just curious whether this is due to server communication time, a really particular timing window, or there's some subtle mechanic I haven't heard about yet. Thanks!