Universal Fatal Fight - (by Toghrul Samadov)

Discussion in 'iPhone and iPad Games' started by Echoseven, May 7, 2015.

  1. modus_ataraxia

    modus_ataraxia Well-Known Member

    Jan 7, 2015
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    #61 modus_ataraxia, May 18, 2015
    Last edited: May 19, 2015
    40 has been conquered... Finally. :)

    44 is a speed round, and it's giving me some trouble. First level where I feel I have to be absolutely perfect AND lightning fast. A single mistake across hundreds of near-immediate inputs almost always results in failure.
     
  2. Togsam

    Togsam Member

    May 15, 2015
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    Yes we will add new skills regularly as new episodes or survival mode will come.
     
  3. modus_ataraxia

    modus_ataraxia Well-Known Member

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    #63 modus_ataraxia, May 19, 2015
    Last edited: May 20, 2015
    Hahahaha.... Wow. Level 50.

    Edit: Finished it with 3 stars. Paid attention only to the colored bars and audio cues. Looking at the boss is distracting. Played the game like a round of simon with just blue and orange. Great challenge. :)
     
  4. House of Paincakes

    House of Paincakes Well-Known Member

    Jan 18, 2014
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    I'm a little confused on the scoring. I can pass a level without getting hit or missing an attack, and I still get 2-stars. I know you get more points by hitting the enemy at the edge of your range, but once they start throwing dozens of enemies at you this kind of goes out the window. Does speed matter? Is it better to quickly run through one side of enemies then turn to the other, or better to attack back and forth from left/right?

    Really enjoying the game but when I appear to play a level perfectly (in my mind), I wish I had a better idea of why I didn't get 3 stars.
     
  5. Qwertz555

    Qwertz555 Well-Known Member

    May 22, 2010
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    @Togsam
    A late thanks for your tip, though it was very confusing. But i figured it out:
    the next enemy starts always with the same color AND side of the former enemy's last punch/color
    I finally beat level 30 \o/

    @modus
    Wow, congrats!

    @House of P
    Maybe modus/Togsam can give you a pro tip. I'm not quite sure myself. I tend to think not to lose the (colored) connection, means i rather fight left and right instead going to one side only. But as i'm stuck now at level 31, i will be happy only to survive with one star, lol.
     
  6. modus_ataraxia

    modus_ataraxia Well-Known Member

    Jan 7, 2015
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    You're correct (from what I can see) about the edge of range bit, but speed doesn't seem to be a factor. What matters most is your combo, and it's not just about not dropping it.

    After I beat level 50, I went back and started to 3 star all the levels. I noticed a huge difference between my first runs and my new ones, because of the skills I had equipped. You want two things: a flawless run, AND skills that increase your multiplier when conditions are met. The skills are the difference between a score of 140k, and a score of 350k or more.
     
  7. House of Paincakes

    House of Paincakes Well-Known Member

    Jan 18, 2014
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    #67 House of Paincakes, May 20, 2015
    Last edited: May 21, 2015
    Which are the best skills, in your opinion? Right now I am using Heavenly Sword, Weapon Mastery (figurd it went well with Heavenly Sword), and Weakness. The later upgrades don't seem like they will be that much better.
     
  8. modus_ataraxia

    modus_ataraxia Well-Known Member

    Jan 7, 2015
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    #68 modus_ataraxia, May 21, 2015
    Last edited: May 22, 2015
    I suspect it is Weakness / Internal Reserves / Winter Chill. I've been having success with Ki Strikes in place of Internal Reserves, since it opens up combo opportunities with other skills that benefit from the increased range. I don't have enough data on the points increase from Internal Reserves while at full health, though. Maybe Togsam can chime in on this?

    Main combo killers for me are trying to pick up weapons when other stuff is going on close by, and worse, enemies throwing weapons while you're surrounded.

    Edit: Weakness is killing my point totals. It turns the large enemies (left-right minigame) into greys, which stops you from getting large amounts of points during high multipliers. back to Ki Strikes.
     
  9. modus_ataraxia

    modus_ataraxia Well-Known Member

    Jan 7, 2015
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    #69 modus_ataraxia, May 22, 2015
    Last edited: May 22, 2015
    So, after spening countless lives trying to finish getting 3 starts in every stage, I have some wisdom to impart to the developers.

    http://imgur.com/J8kp01d

    Four stages remain imperfect; two boss stages (30 and 40) and two mob rounds (24 and 29). The reason they are imperfect, is because of two seperate mechanics that I believe are in need of a balance change.

    The first, and most important, is the interaction between weapon drops and thrown weapons from enemies. Too often, an otherwise perfect run is ruined because of the extra input needed to "pick up" a weapon while an enemy has thrown their weapon at the player. In stage 29, there are two points where a large enemy who drops a weapon shows up, followed by a ninja throwing a dagger. If I kill the enemy, he drops the weapon, and I cannot pick it up and deal with the thrown weapon before it hits me. If I wait, the dagger can be hit, but by this time, the enemy is too close to me to handle before being attacked. This creates a problem. It is also evident when there are 2+ thrown weapons among a group of ninjas on the same side as the thrown weapon. The inputs in these very specific areas are simply too close together to work, and consistantly break runs that were otherwise perfect throughout.

    The fix to this first issue is one of two options that I can see. One, would be to handle weapon pickups the same way they are handled when fighting large enemies. The player's attack passes through the weapon, picking it up as they move, without the need for additional input. I feel this change would be the best of the two. The other, is to change the timing of the thrown weapons as to not bombard the player at the same time as a large group of ninjas. Throw 15 rapid fire daggers at me in a row, if you want. Make it hard. Just don't have the thrown weapons pass through all the ninjas, just to hit me while I'm in the middle of an attack animation.

    The second issue is with the bosses, regarding not their difficulty (which is fine), but when they are allowed to attack. Bosses 10, 20, and 50 are not guilty of this, but 30 and 40 both have the ability to hit the player between animations, which is irritating. For example, say the boss has a set of blue, yellow, yellow, blue, yellow. I make the inputs, and get a new set of colored inputs. Sometimes, the boss can attack me the moment I have finished with the final yellow input, before the next set has had time to appear. To test this, I made six inputs instead of five. Even when I guessed the next final input correctly (before it was displayed), I was still kicked before the game had chance to register my input.

    This, I am unsure how to fix. I spent countless lives trying to perfect these two bosses, and I never know when I am going to be hit. Unlike every other time, when I know exactly what my mistake was, these perfect boss runs are lost seemingly because the AI decided it was going to hit me regardless. I have even been able to make the correct inputs faster than the AI can switch sides, which actually causes a "miss". Not good.

    Anyhow, that's my detailed analysis for now. Know that I wouldn't have critiqued in this way if I did not feel passionate about the game. You have made something wonderful here, and you have my thanks for it. Love the game, just think it could use a few minor tweaks. :)
     
  10. Echoseven

    Echoseven Moderator
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    Jul 19, 2011
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    The red Skittle
    The slow switching side is around with normal enemies too, although with them most of the time you can "cheat" your way out of it.

    I've experienced the same thing with the bosses - it's just a side effect of the battle system. How I figure it works is - the enemy attacks you when they're a certain minimum distance away. Your attacks carry you forward, sometimes through the enemy a certain distance away. The instant attacks against you happen when the distance traveled during your attack animation drops you on the very edge of the enemy's attack trigger range.

    The work around I've been using is actually slowing down. This way you initiate the attack animation and carries you just slightly out of their range. It still occasionally doesn't work but I've gotten better than before.

    Now I only lose stars because I get into a tap - tap - tap rhythm and attack just as the boss falls over. :rolleyes:
     
  11. Based Xatu

    Based Xatu Well-Known Member

    Aug 27, 2013
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    New update doesn't recognize past iap. I didn't have ads in my game after I bought some iap, and now they're back.
     
  12. BermudaQuads

    BermudaQuads Member

    Jan 10, 2014
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    Same issue here. Spent over $15 on the game to date (including $5 donation when I completed it). Annoyed to have ads back.
     
  13. LordShad0wz

    LordShad0wz Well-Known Member

    Nov 19, 2014
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    Same here. I purchased several skills and the extra skill slots and now I have ads. There's a new no ads button so I bet it has to do with that.

    Billy

     
  14. FiloMJ

    FiloMJ Well-Known Member

    May 16, 2015
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    Same here. I've bought The starter pack before The update and now I have ADS.
     
  15. metalcasket

    metalcasket Moderator
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    May 24, 2010
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    I think it's no secret that you guys are having ads because you have to pay to disable them. It's just a buck though. No biggie.

    My problem with the game is no matter how much I love it, I just can't justify spending the 10+ bucks on it, despite having no issue throwing 10 dollars at NimbleBit for Capitals. Why? Why of course, because OFDP is fully premium and just 5 dollars on PC.
     
  16. FiloMJ

    FiloMJ Well-Known Member

    May 16, 2015
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    I've already given my buck. My money are not free. I'm expeting a fair treatment from The dev.
     
  17. LordShad0wz

    LordShad0wz Well-Known Member

    Nov 19, 2014
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    The dev himself said in this thread on page 4 that any purchase removes ads. I already spent $7 on the game.

    Billy


     
  18. BermudaQuads

    BermudaQuads Member

    Jan 10, 2014
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    Dev, will this ads issue be addressed?

    It's fine to have a new approach for new users; it's not cool to have existing payming users lose something.
     
  19. modus_ataraxia

    modus_ataraxia Well-Known Member

    Jan 7, 2015
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    #79 modus_ataraxia, Jun 15, 2015
    Last edited: Jun 15, 2015
    New bosses are great. Bug problem, though.

    I fought the new last boss in stage 50. I beat it with 1 star on my first shot. This OVERWROTE my previous high score of 3 stars. Not a good feeling.

    Now, I'm not replaying ANY levels in the game anymore, for fear of my 3 star completion run being ruined.
     
  20. metalcasket

    metalcasket Moderator
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    May 24, 2010
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    Well, I finally decided to buy pretty much all the IAP in the game (of course not the unlockable skills) since this is the most complete OFDP-like on iOS and neither the mobile version of OFDP (with it's endless F2P mechanics/grinding/"Play this level 20 times" crap) nor Kung Fury (my favorite, but SO limited) are scratching that itch. It sucks that the developer hasn't visited TouchArcade in almost 2 months because there are definitely some issues that need ironing out. If you decided to restart a level but say "No" to the confirmation, the game will freeze, for example. :( The above (post) issue is super valid too.
     

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