Interesting battle simulator. I see its potential, so with an interest in seeing it improve, I’ve got a list of bug reports and suggestions to spitball at you based on my findings so far:
Suggestions (I'll add more to this list if any come to mind)
1. Probably the most important one: the game needs to display selected fighters (at least their names) during fighter selection.
2. Mismatch Fix 1: Nuke’s weapon needs to do 1 point of damage on hit; not having this allows it to always win against opponents like Shield and Brass Knuckles who rely on taking hits to get stronger.
3. Mismatch Fix 2: Rock Guitar’s notes need to be able to pass through Wrench’s turrets (currently they disappear when hitting the turrets, making it impossible for Rock Guitar to fight back)
4. Changes to Screwdriver: hitting the opponent or their weapon X amount of times resets opponent’s stats to their starting level (giving Screwdriver its own unique playstyle as opposed to being an Ice Sword clone)
5. Changes to Hammer: max. spin/damage increases the longer the hammer avoids the opponent, and decreases each time the hammer hits the opponent (as opposed to having to build up momentum and max. spin/damage separately)
6. Changes to Shuriken: shuriken only disappear when they reach their bounce limit (currently they also disappear once they hit the opponent), shuriken bounce off opponent’s weapons
7. Changes to Shield: No weapon growth, weapon size stays at 2.0 (Shield does NOT need the weapon size increase effect, finding just the right size for its shield works well enough)
8. Changes to Bow: arrows go through opponent’s weapon, like all of the other ranged units’ attacks (of all the ranged fighters, Bow doesn’t need to be hindered like this, considering it’s nowhere near the strongest of them)
9. Changes to Katana V2: air slashes only do 1 damage (damage buff doesn’t need to apply to them; its ability to increase its rate of air slashes already does enough to make that attack stronger)
10: Changes To Camera: reduce duration of flash by at least half a second, or reduce scaling of flash damage by 0.5/hit
This simulator's new to me, so you'd be a better judge than me on what would and wouldn't work. I will say however, that Shuriken seems pretty underwhelming (in my opinion it's one of the weakest fighters right now). Having the shuriken disappear on hit takes away from Shuriken's ability to make them bounce more, especially since they each do only 1 damage on hit. I had figured that keeping them in play to potentially do more damage would've helped buff it up a little more.
Interesting point of view. I'll address your points where necessary:
1. This is more so just to have a visual reminder of who you've chosen and which side they're fighting on. For 1v1s this isn't as big a deal, but for battles with more fighters this would probably be very helpful.
4. Eh, I don't see the reason why Screwdriver would need to have a similar playstyle to Ice Sword. Even thematically speaking, why would that even be the ability for a screwdriver in the first place? Disassembly makes more sense, and that was the inspiration behind my idea. If I had other ideas to differentiate other potential clones, I'd share those too.
5. The process Hammer currently has to undergo to get to its higher damage has too many steps. Currently it has to increase its max spin speed and damage by hitting the opponent, then build up to that speed and damage by avoiding the opponent. My idea would remove the first step.
8. 'Cause Bow's hella inaccurate, like many of the ranged fighters. I think that's already enough of a crutch, so letting other fighters block its arrows is overkill. Not to mention this currently puts it at a major disadvantage against certain fighters, namely Dual Daggers.
9. I heavily disagree, but maybe that's just my experience with seeing Katana V2 so far. More often than not Katana V2 can get its air slashes to max speed, and during that time that plus the damage boost the slashes get just allows it to melt opponents.
hammer cant be parrying by other balls because its too heavy to parrying, i watch in sword vs hammer and it cant be parrying, the hammer will bounce the balls when it hits the weapon or hits the ball(im bad in english) and please add grimoire
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made my own version of the menu theme
right here
Interesting battle simulator. I see its potential, so with an interest in seeing it improve, I’ve got a list of bug reports and suggestions to spitball at you based on my findings so far:
Bugs
https://youtu.be/qmeRl674xbM
Suggestions (I'll add more to this list if any come to mind)
1. Probably the most important one: the game needs to display selected fighters (at least their names) during fighter selection.
2. Mismatch Fix 1: Nuke’s weapon needs to do 1 point of damage on hit; not having this allows it to always win against opponents like Shield and Brass Knuckles who rely on taking hits to get stronger.
3. Mismatch Fix 2: Rock Guitar’s notes need to be able to pass through Wrench’s turrets (currently they disappear when hitting the turrets, making it impossible for Rock Guitar to fight back)
4. Changes to Screwdriver: hitting the opponent or their weapon X amount of times resets opponent’s stats to their starting level (giving Screwdriver its own unique playstyle as opposed to being an Ice Sword clone)
5. Changes to Hammer: max. spin/damage increases the longer the hammer avoids the opponent, and decreases each time the hammer hits the opponent (as opposed to having to build up momentum and max. spin/damage separately)
6. Changes to Shuriken: shuriken only disappear when they reach their bounce limit (currently they also disappear once they hit the opponent), shuriken bounce off opponent’s weapons
7. Changes to Shield: No weapon growth, weapon size stays at 2.0 (Shield does NOT need the weapon size increase effect, finding just the right size for its shield works well enough)
8. Changes to Bow: arrows go through opponent’s weapon, like all of the other ranged units’ attacks (of all the ranged fighters, Bow doesn’t need to be hindered like this, considering it’s nowhere near the strongest of them)
9. Changes to Katana V2: air slashes only do 1 damage (damage buff doesn’t need to apply to them; its ability to increase its rate of air slashes already does enough to make that attack stronger)
10: Changes To Camera: reduce duration of flash by at least half a second, or reduce scaling of flash damage by 0.5/hit
some of these are reasonable but ones like number 6 are the worst idea.
This simulator's new to me, so you'd be a better judge than me on what would and wouldn't work. I will say however, that Shuriken seems pretty underwhelming (in my opinion it's one of the weakest fighters right now). Having the shuriken disappear on hit takes away from Shuriken's ability to make them bounce more, especially since they each do only 1 damage on hit. I had figured that keeping them in play to potentially do more damage would've helped buff it up a little more.
1. Totally agree but they’re easy to learn by the pictures.
2. Yes but only for that purpose. No doing damage to other weapons like unarmed or soul guitar.
3. Yes
4. I don’t see the problem
5. Isn’t hammer already like that but it needs to parry
6. That is too OP. I agree it needs a buff but not like that.
7. I don’t really care. Do it, don’t do it. Doesn’t really matter.
8.Why not?
9. Katana v2 is weak already.
10. Good idea.
Interesting point of view. I'll address your points where necessary:
1. This is more so just to have a visual reminder of who you've chosen and which side they're fighting on. For 1v1s this isn't as big a deal, but for battles with more fighters this would probably be very helpful.
4. Eh, I don't see the reason why Screwdriver would need to have a similar playstyle to Ice Sword. Even thematically speaking, why would that even be the ability for a screwdriver in the first place? Disassembly makes more sense, and that was the inspiration behind my idea. If I had other ideas to differentiate other potential clones, I'd share those too.
5. The process Hammer currently has to undergo to get to its higher damage has too many steps. Currently it has to increase its max spin speed and damage by hitting the opponent, then build up to that speed and damage by avoiding the opponent. My idea would remove the first step.
8. 'Cause Bow's hella inaccurate, like many of the ranged fighters. I think that's already enough of a crutch, so letting other fighters block its arrows is overkill. Not to mention this currently puts it at a major disadvantage against certain fighters, namely Dual Daggers.
9. I heavily disagree, but maybe that's just my experience with seeing Katana V2 so far. More often than not Katana V2 can get its air slashes to max speed, and during that time that plus the damage boost the slashes get just allows it to melt opponents.
for the hud not showing/being cut off bug basically you can use the scroll wheel to change camera zoom
I did not know that. I will give that a try then. Thanks.
hammer cant be parrying by other balls because its too heavy to parrying, i watch in sword vs hammer and it cant be parrying, the hammer will bounce the balls when it hits the weapon or hits the ball(im bad in english) and please add grimoire