08-09-2016, 03:53 PM
(08-07-2016, 12:39 PM)STM1993 Wrote: Okay, I gave stage 1 a go. At first I tried to play Richie on Difficult, but I didn't get past Henry on Stage 1-2. Got pissed off and finished with Davis on Crazy.
Thank you for playing! And sorry for pissing you off
(08-07-2016, 12:39 PM)STM1993 Wrote: Bart's D>A is definitely too weak; takes very long to cast and only summons 2 skulls. Not worth it.
I changed this to 4 because in chinese, 4 sounds like die, and also increased the height at which they appear.
(08-07-2016, 12:39 PM)STM1993 Wrote: Richie:
I decided to play Richie seriously through stage mode. I found that Richie is actually really frustrating to use; he absolutely needs a summoned weapon and he would drop it often, which is fine, but the problem is that in the heat of the moment you cannot choose the appropriate weapon and the controls are quite unintuitive(players would be used to the idea of using A to select a weapon). Furthermore, the weapons are largely the same and the attacks generally come out way too slow (and too low to the ground, so it'd hit weapons instead of enemies).
Oh, and his >>JA sprite has a spot between his body and arm that's supposed to be transparent but is covered up.
I guess I might have made him a little too reliant on weapons :x
I reduced the penalty for not having a weapon to 1TU, as well as reducing the after delay after D>A and cast time for DJA.
I also added a new melee combo skill, Strafe (15% MP). Input method: D + v + A
It can be used without a weapon, but the final hit deals more damage if a weapon is equipped.
Gifs (Click to View)
I changed the earth and air weapons' D>A balls to make them a little more unique.
Earth will be a slow moving ball that cannot be deflected or defended against.
Air will be a faster, weaker shot that also hits behind if it connects.
Gifs (Click to View)
I'm not sure how to make the weapon selection more intuitive though. I thought it should be so, because in the menu, attack is used to select and jump to cancel, while in game, defend is used to end some skills... Not sure if there's a way to make it use left and right?
(08-07-2016, 12:39 PM)STM1993 Wrote: Stage & Meteors:
I think you went overboard with the enemies and objects spawned.
10+ bandits/hunters is way too many even if you're given energy disc orbs or milk that you have barely enough time to pick up, and even then they're actually not all that effective. Please note that enemies tend to juggle you in stage mode, more isn't always better; try to split the enemies into smaller groups that appear more times than spawning all of them in one shot.
Around 1-4 you spawned a whole mess of meteors that will replenish itself. Very bad idea. Turns out the meteor was a lot more annoying than I thought because of the groundfire that it spawns when it falls, including when you try to hit an enemy carrying a meteor. Furthermore, the meteors pretty much covered almost the whole stage and caused LF2 to reach its object limit.
Finally, there's the Asche boss fights.
Nice to see some new AI boss fights, but Asche is too 1-dimensional - in all of the fights except the first Asche simply spams one move over and over again even when you're right in his face. It'd be a lot better if you could make Asche mix up his moves a little each time, move around more or at the very least have a counter which makes Asche change his pattern every once in a while. Notably, the phase where he shoots shotgun blasts is really punishing due to the damage.
Bullet Hell doesn't translate well into a fighting game afterall.
I changed the 10+ bandits to fewer bandits but with more lives, hopefully that should be easy enough?
Also replaced about half the meteors with ordinary rocks.
As for the boss fights, I reduced the damage of that shotgun blasts and made them only able to hit one target. Also added a counter when they get up after being knocked down, so that you'll need to move away...
I've actually played a couple of fighting games with this bullet hell thing (Hopeless Masquerade, Urban Legend in Limbo), and really liked them, so I tried to use a similar system in LF2... I guess it needs more work :x perhaps I should use it sparingly?
Once again, thanks for your feedback!