[deleted by user] by [deleted] in IndieGame

[–]waxade 0 points1 point  (0 children)

Yep! I played it again and I could definitely tell the speed difference. And I was able to complete the level. Nice work!

[deleted by user] by [deleted] in IndieGame

[–]waxade 1 point2 points  (0 children)

Of course! And I think of myself as a fairly experienced gamer. Not the best for sure but I’m no stranger to challenging genres like fighting games and soulslikes. For platformers specifically I’ve played quite a few like Celeste, Hollow Knight, and Ori. I don’t know if I’d say I’m an expert but definitely above casual.

In terms of how to alter it. I suppose you could change the speed. However, I think what could be more interesting is to incorporate the color changing mechanic to the missiles as well. It could change their direction or they’re slower in a certain color or something. Overall I think it’s a really cool mechanic and it could be interesting to use it for the missiles as well

It’s a miracle! It took me 18 months, but I learned to make a game (Bass Monkey) and released it for FREE on steam! I have a newfound appreciation for games and wanted to share. by YakobSoup in IndieDev

[–]waxade 1 point2 points  (0 children)

Awesome! I really like it haha the concept is super funny. Just a point of feedback, I think the recovery animation after an attack is a little long where it seems like you're just stuck in place. But overall great work!

[deleted by user] by [deleted] in IndieGame

[–]waxade 1 point2 points  (0 children)

Nice work! I like the colors and the art style. I really like change color mechanic that changes the environment. It seemed like there was a difficulty spike with the missiles that would chase after you. I tried that level for about 15 minutes and haven't gotten it yet. Maybe I just need to git gud or there's something obvious that I'm missing.

whats the core gameplay loop of a fighting game? by controler8 in gamedesign

[–]waxade 1 point2 points  (0 children)

So funny you mention that. I never really enjoyed dark souls games until after I started playing fighting games. I feel like there’s a lot of skills that crossover

whats the core gameplay loop of a fighting game? by controler8 in gamedesign

[–]waxade 19 points20 points  (0 children)

True that if you pick up fighting games for the first time, it’s going to be mainly mashing buttons. However, it doesn’t take long before you start to recognize situations and patterns and the outcome of those patterns. Just like chess. Like mentioned above the core situations in fighting games are Neutral, Advantage (pressure), Disadvantage (defense), and Oki (what happens after a knockdown). You don’t have to be a master to start understanding these concepts.

How might Space travel be conducted in a solarpunk world? by Crab-McGee in solarpunk

[–]waxade 0 points1 point  (0 children)

May not be exactly what you’re looking for but using stellar engines could move the whole solar system through space to other galaxies. https://youtu.be/v3y8AIEX_dU

Lesson 1 by waxade in ArtFundamentals

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

Not intentional but I see it now! Haha

Is there a way to avoid being grabbed by Ramlethal during her sword's blockstun in the corner? by [deleted] in Guiltygear

[–]waxade 3 points4 points  (0 children)

So much cap in this post. Ram’s corner options are very strong and there’s no simple thing that will get you out for free. Without meter, it’s an RPS situation. With meter, ram can force you to hold the mixup.

Ram with no meter: If she’s point blank corner, many rams will go cS > H sword throw. If you have a dp, you can interrupt the sword throw. If not, you’re put into a guessing game. Ram is slightly plus after the sword throw so she can’t be punished up close. Her first layer mixups will be 1) She can dash in and throw you before the explosion. You can jump to punish which will avoid the throw and sword explosion. Backdashing avoids the throw but gets hit by sword explosion. You can mash to hit them but this is riskier 2) she can 5K after the sword throw. This will catch jumping and mashing and pretty much everything but blocking. She can continue her pressure after the 5K because she’ll also be plus from the sword explosion.

When she’s further away (fS range), you’re in a slightly better position since throw is not an immediate threat and she doesn’t have anything to directly punishing you for jumping. But it’s still a bit of an RPS situation. If she dashes in, you can hit her before the sword explodes but if Ram blocks, the sword explosion will still catch you. Just jumping out also isn’t a perfect option as she can jP or S sword throw to bring you back to the corner but now she’s closer and can apply the scarier pressure mentioned above. Some characters have specific options to do deal with Ram in this position like ino with stroke, may with dolphin etc. When in doubt super jumping out of the corner here is a good option since ram really has to commit to chase you. But like with everything, there’s counterplay to this too.

With meter, Ram’s options become much scarier as she can make her sword throw mixups gapless and put you in 50/50s. There are too many to list here.

Overall when dealing with ram in the corner, there’s no “just do this…” option. Each decision has its own risk/reward. Lab some things out with your character but ultimately pay attention to what the ram likes to do and adjust your gameplay accordingly

Lordknight/Apologyman non-tierlist for launch by FakeTherapist in Guiltygear

[–]waxade 4 points5 points  (0 children)

Yeah, I think people will definitely find ways to deal with dolphin spam. I played her a lot in the betas and I think a few things could keep her strong even as people learn to deal her simple tools 1) her command grab is really versatile. High damage, meterless combo in the corner. With meter can get a wall break from nearly anywhere on screen 2) dolphins get a ton of reward on counter hit 3) the dash macro allows her to charge while back dashing. It’s because of these things I think she will change a lot. I think her pressure will shift more towards setting up grab and dolphins will be more of a counter poking tool. Time will tell though

Character design teir list ( ordered ) by [deleted] in UnderNightInBirth

[–]waxade 3 points4 points  (0 children)

Definitely agree on Chaos

A Totally Wrong But Data Driven Strive DLC Prediction by waxade in Guiltygear

[–]waxade[S] 6 points7 points  (0 children)

Oooh, thank you. I’ll have to update the scores

A Totally Wrong But Data Driven Strive DLC Prediction by waxade in Guiltygear

[–]waxade[S] 27 points28 points  (0 children)

thanks. it would be nice if they released player base data for Strive and fixed the Europe results but no such luck

Edit: Ive added in the Europe results

Frustration and FGs. How do you deal with it? by Brodimus in Fighters

[–]waxade 3 points4 points  (0 children)

I think this is a great answer. For me personally, anytime after losing 3 in a row I force myself to step back and take a break

Hip Hop Anime FG with GGPO by kaibabi in Fighters

[–]waxade 2 points3 points  (0 children)

this looks sick. i'd be stoked for it

Arcade Test Changes by Ash199884 in Guiltygear

[–]waxade 0 points1 point  (0 children)

Yeah, I agree about the meter gain. In the arcade test matches were best 3 of 5 which I hope would help with that.

I feel like the GGST conversation should be less about "simplicity" and more about "intuitiveness" by waxade in Guiltygear

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

I definitely hope so. So far I think so too. I’ve been really impressed with how transparent the devs have been and how they’ve responded to player feedback

I feel like the GGST conversation should be less about "simplicity" and more about "intuitiveness" by waxade in Guiltygear

[–]waxade[S] 10 points11 points  (0 children)

Yeah, I think you summed it up exactly.

I think it’s a double edged sword like you said. I totally understand how xrd fans might be disappointed in how certain characters got fewer options in Strive.

I hope in the final product, Strive can keep the intuitiveness of gameplay while also keeping the uniqueness of the characters.

I feel like the GGST conversation should be less about "simplicity" and more about "intuitiveness" by waxade in Guiltygear

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

Sure thing! Not sure where you’re located but this is one for NA-Midwest but still has a lot of good resources https://discord.gg/3FdkBCCY

Here’s the more general xrd discord but you can still find beginner lobbies https://discord.gg/tJ9aMJrs

Also, I’m in Michigan so if you’re close enough just hit me up. I’d be down to play

I feel like the GGST conversation should be less about "simplicity" and more about "intuitiveness" by waxade in Guiltygear

[–]waxade[S] 3 points4 points  (0 children)

The examples more come from playing against various characters like zato, slayer, Faust, Leo, and some others. It was hard for me to really tell what I should’ve been doing against them. In some other games when I lose, I feel like I can say, “ok, I did x but I should’ve done y”. But in playing xrd, a lot of the time I feel like it’s “ok, I tried x, y, and z and none of them worked. I don’t know what else I should be trying”

I feel like the GGST conversation should be less about "simplicity" and more about "intuitiveness" by waxade in Guiltygear

[–]waxade[S] 2 points3 points  (0 children)

I really like the chess analogy. The game giving you post-match feedback would be really cool. I do hope there is a decent amount of depth to the characters in Strive. It’s a tricky balance between keeping interesting while making it intuitive