I like to put weird little one-off sentences here.
Still it's very nice to see this continued after so long. :D
You're forgetting the mind of the creator of this show, man. The dude is ******* insane. xD
You're actually sticking with this artstyle? I'm not saying it should be an anime artstyle, but come on. This looks like a cheap Facebook game. It's a pretty poor decision, IMO.
I dunno, I guess we'll see if you can make it work. I've seen crazier work.
I am interested in seeing if you can make the gameplay good, though. Tycoon games aren't always the easiest to keep fun, fast-paced, and interesting for hours and hours at a time.
Iron Man may actually tie for my favorite Marvel character with Dr. Doom. :D
Nice new ramps. They look pretty smooth.
The problem many people have with smart casting is it's a massive buff to units like HT and Science Vessels. I'm undecided on it, I generally think it's useful.
Looks pretty true to the original and is quite detailed. Nice. :D
It kind of already does, especially if you have the smaller vehicles option enabled.
Does this increase their selection box as well? That's mainly the problem I have with it. Targeting/Selecting Infantry is virtually impossible on 720 and above.
Jfc those Subterranean Dwellings look so good that they're actually OP. Aro plz nerf.
My mouth is wateriiiing~!
The problem that the Diamondback had in the WoL Campaign is that it's high health, fire on the move, and high damage vs Armored, made it the best unit out of the factory by-far.
This damage reduction ability also looks way too strong.
All super cute! ^^
Nod Mission 6 doesn't fail you after the first gate if you run out of Engineers to capture the generators to shut down the second gate.
(Or maybe there's just an event I can trigger to give me more engineers that I just can't find?)
Holy crap that's strong @_@
Also there'd be literally no point in making Wraiths anymore, these would not only be able to deal with Mutas really well but now they won't be useless after the Mutas are gone and could do really insanely powerful harassment.
Pretty much only the front seems defended. The behind is very open.
Gorgeous chain x3
Very well done.
I'm guessing those early levels will be tweaked a lot, then, because starting at about the cave it seemed like he was necessary (Lots of points requiring that you have the double jump)
Even if you get them later, I still think there would be very little reason to use the Sword guy over them once you have them. The double-jumping, ranged attack, and backstep, all mix together into a pretty strong character that can handle almost anything thrown at it.
Aaah, Aku Final Blow. Such a good chill song. =P
Very high quality.
That game is so nuts. I'd love to play it sometime but I think my computer would throw a fit.
I've left a brief summary of my thoughts on the second alpha download.
Okay, so far here's what I have to tell you,
The control scheme really needs some work and it'd probably be best to use the mouse, especially considering my next suggestion.
The Archer guy is just objectively better. He takes the same amount of hits to kill stuff as the sword guy does and at a long range and he double-jumps. A couple ways you could nerf this:
1. Make it more skilled-based by making them have to aim. If I'm up a bit too high off the ground, and something's hitbox doesn't go that high off the ground, his bullets won't hit.
This would also necessitate being able to aim in at least 8 different directions, but ideally with the mouse. He should also have a visible projectile that travels across the screen to hit a target instead of the projectile instantly hitting a locked-on target. This is also what makes the Archer guy way better.
2. Make the sword guy do more damage. His shield blocking mechanic is only useful in certain situations, namely to get out of a bad situation.
While the platforming mechanics are actually really solid, I don't think the fighting mechanics are that great. Take a look at Gunstar Heroes or Vectorman on the SEGA Genesis/Megadrive. In particular Vectorman. That style really keeps the action fast-paced, smooth, and really increases the skill ceiling. The only suggestion I'd have ontop of looking at Vectorman's mechanics is that Vectorman really needed a "Turret Lock", where you press a button so you can hold in place and aim in 8 different directions without moving.
I suggest Gunstar Heroes as well because, while Action Platformers can be really fun when done right, often-times they'll get boring and monotonous over time when the combat doesn't feel satisfying enough. This is something that Vectorman didn't do too well but wasn't that big of a problem because of it's short length while Gunstar Heroes would've had this problem if it didn't constantly throw fun to fight or unique bosses at you. While this isn't something you have to do, it is a good idea to consider. Keeping your action-platformer fresh and feeling fast-paced is really important.
Ducking would not be a bad function to have. If you plan on having enemies with projectiles it would give every character a way to avoid damage, not just the sword guy with his shield. Having the only way to dodge the bullets being jumping can feel pretty wonky. A way you could make the sword guy's shield more unique is they can deflect projectiles entirely or use it to bash enemies to momentarily stun them.
My only problem with the platforming is that you can ghost through the platforms sometimes when you're not high enough to land on them. It's a bit frustrating and I'm not sure what to suggest for that.
Platformer/Action you say? MMMMMMMMMM. Me Like the sound of that. Let's see how this turns out.
Is that boat GDI? Well, ****, better start running and fast!
Oh damn, never noticed it before.
Holy ****, awesome new logo. :D