>520k in less than two days
Platform fighters are saved. Have you backed it, sempais? Or are you only in it for the workshop?
>520k in less than two days
Platform fighters are saved. Have you backed it, sempais? Or are you only in it for the workshop?
I love her so much.
you make me sick
I want to give Maypul scratch behind her ears
I want to brush her tail.
I want to smell her armpits
Not yet, but I'll probably back $50 before it's over.
Hell yes. Workshop fags can wait.
I will only play for Wrastor
I 100% the original but I haven't followed this at all. Hodan better be a day 1 character or its going into the trash
I will miss the workshop characters (I'm sure the workshop will be supported but 3D models will prove a huge entry barrier). I do like the look of the game but will be really disappointed if the whole cast doesn't return (well, minus one of the official workshop characters).
I hope Ori and Shovel Knight don't return, they stick out like sore thumbs. They says in the Kickstarter FAQ that they don't have any crossover characters in development, and assuming that means of the first 10 characters, thank God.
I hope Forsburn is in the base roster...
I really liked Ori though and felt he fit in very well. Will certainly miss him. Shovel Knight didn't fit well though.
LMAO so why did these niggas need a kickstarter wasn't the first game successful enough to fund the new game or couldn't they find a publisher to give them money or something
I imagine that a platform fighter is a hard sell to an investor considering
>Nick 2 flopped, despite having very popular IPs
>Multiversus fell off, despite having world class IPs
>Fraymakers flopped, despite having indie crossover appeal
>Rushdown Revolt flopped, despite being a 10/10 gameplay wise
This gimmicky genre would problaby be impossible to pitch to an investor (unless you could say "hey we have a successful kickstarter than raised 2m USD")
Fraymakers released in a completely broken state. the miniscule 4 man roster didn't even have all of the spritework completed yet
Fraymakers flopped because there is no indie crossover appeal. People are fans of specific indie games, just having a character be from something indie doesn't inherently make it appealing. They took a bunch of characters who's only relation is on the meta level and expected people to care about them fighting.
There's another one doing the same thing with even more literally whomst characters that'll fail too because it looks like shit and the demo had an infinite loop that opened hundreds of webpages in seconds if you clicked the link to their site so clearly they have no idea what the fuck they're doing.
Revolt flopped because it just looks like 'final destination only: the game' in literally every video the devs released to hype it. Its too zoomed out for how small the models are, the models are korean mmorpg tier themselves and its not 10/10 gameplay for the kind of people who play these games if it doesn't have a ton of whacky items and shit.
Nick 2 flopped because its Nick 2. The first game flopped so hard deservedly the second could be 20/10 and still no one would buy it.
Multiversus didn't flop, it just randomly closed when it still had players to iterate
multoversus very much flopped, it lost almost 99% of its userbase in a few months. games don't normally get "unreleased" like that
Fraymakers flopped because A) it came out in an incredibly rough state, and B) it put a lot of its focus on the modding scene. Any modding scene takes a while to come into fruition, and its only way to really stand out is whether or not modded characters work without online rollback; otherwise, people will stick to Rivals.
RushRev flopped because the pricing bullshit was bullshit and pissed absolutely everyone off. They should've learned from Fantasy Strike: never market a fightan as F2P but then limit your ability actually play online in one form or another without paying. Just make the paid version the foremost version and then have the free version on the side.
Their most recent game, dungeons of aether, flopped very hard
Also I imagine they saw yacht club do it and realized its free money
dungeons just felt like it was bandwagoning too much. card game roguelite, why is thst genre so popular?
Its popular because at a time there was a large lack of pve card games, and it synergized well with roguelites.
In general roguelites will always be at least sorta popular because its a very chill genre that people with limited free time can enjoy as you usually only need 30 minutes for a full run
i hope it doesnt die bros it looks so fucking good
You jinxed it.
Backed $50
Starving for a good platform fighter, and I wanted to get into the betas, also the gameplay already looked polished as fuck.
Watched some gameplay, they really left ledgehogging in? I'll pass
they should rip off how rushrev does ledge hogging, where the person hogging stays on ledge and the person recovering sort of hops onto ledge but they're at a big disadvantage and the hogger can getup and get a free punish. it's like ledge trumping but reversed.
they should also copy having health bars. man rushrev is so good it didnt deserve its fate.
I much prefer the wall jumping of Aether 1, even if it took my normalfag friends a few rounds to get used to.
Dungeons is one of those games that never took a step back to decide "is this fun?" It's very polished, the art and everything is nice, it's in a fairly popular class of games (dungeon crawling with some meta run stuff), and even has a small bit of exposure that other games don't get thanks to Aether. But every single comment on the game is that the core mechanics just aren't fun.
Personally, I don't mind the mechanics by themselves, but it felt as if it needed a lot more fleshing out. Itemization was sort of shallow since there were a few ridiculously good items, and for a game with this semi-random dungeon exploration, that aspect didn't really add anything to the game.
I have 2500hours in the first one (competitive fag here), but I'm hesitant about this sequel. It will have server-based rollback instead of p2p rollback, so people outside of NA will probably get fucked. Anyways nako is a pepi
I do hope that they will eventually let you choose p2p for private lobbies. They did mention they would have servers in other regions too.
Erm, I believe this is what you call kino, besties
While ledge hog is a new territory, I do enjoy how unique each character recoveries are. I think that should make ledges bareable.
I do like how they added "Ledge Specials" so eveyone has a ledge get up B move that focus more on leaving a projectile behind them was they get up from the ledge, it adds a new element to edgeguarding without being too obnoxious
Tried the first entry on my deck and I could not get around pressing Y to jump. Years of smash have trained me to tap up to jump.
Then just go into the options and enable tap jump... it's on the wrench of the character select screen.
Does 1 even have a following anymore?
I turned off tap jump in every smash game i could
i dont like how 90% of the changes are just copying what smash did, and removing the changes they made in the first game to make it more distinct than just another smash clone
Good. It should have been more like Smash form the start, not because Smash necessarily = good, but because most of the major differences Smash clones make are gimmicky shit that make them worse games compared to Smash.
Parries and walljumps were more interesting than shields and ledgeplay to me...
Parries and walljumps still exist
yeah, it gave it a different formula that works but at least they kept how specials work kinda formulaic with being more about stage control
Having parry as your only defensive option in rivals 1 was not a good thing, shield just needs clear downsides and it'll be fine
Grabs are cool
Ledge is sorta lame but at the very least its not the ledge-trump system
Shields and throws were dropped for 1 because of time to implement them.
>confirmed characters from gameplay
Zetterburn, wrastor, ranno, krag, maypul, fleet
>confirmed from leaked models
Clairen, forsburn, orcane
I'm hoping we get Olympia day one
Not happening.
I think they'll drip feed her eventually, they're release it at a very barebones state to get a 2024 release, I even saw that chapter one of the story mode is a stretchgoal for 2024
I hope they rework Clairen always found her specials dull
Apparently they want to change her recovery because it'd have way too many weaknesses with the addition of ledges. Besides that, they'll probably change her neutral one because now grabs are just a normal part of the roster. They better not touch side special though, landing that sweetspot is orgasmic.
What's even the point of Rivals 2? The potential of slopes in stages?
Easy to make cosmetics for 3d models.