Developer, Will this game support icade core fight stick? icade mobile controller? (Ion, the company that develops these controllers provides the sdk to developers for free) I would like to play this game using a fight stick, hope you are on board for that. Few more questions: Will this game provide frame data for hardcore FG players to pick apart and review? Will lack of quarter circle and such input methods diminish the extent of complex combo strings/juggles? Will there be armored wake ups? Will we be able to fully make the control icons on the screen fully transpatent(invisible)? Will you ever bring in Wing Chun? I play "A LOT" of Injustice Gods Among Us on my console. I am a hardcore FG player and this game looks very promising into the amazing zone - Thought I'd put that out there. I am ready for a mobile hardcore experience - just please provide the fight stick accessibility for icade core & icade mobile and to me this will be a godsend!
No icade. Dev said he focused exclusivly on touch. I think the button only combos will do two things: Level the feild And Make timing even more crucial.
Hi Odion, As a former very dedicated fighting gamer myself, I'm very happy to see that Kinetic Damage can be interesting for hardcore fighting gamers. As explained in this post, some mechanics are designed around touch controls, and converting them to the classical 6-button scheme could be possible, but would feel very awkward. As a huge fan of Street Fighter series myself, you will certainly feel some of the game's vibe and inspiration in Kinetic Damage, but I wanted to make something different aswell. In the future, I want to expand on mechanics depth, but in another way than the classical control dexterity. I want to take the pure mechanics way. If any reference could talk to you, I'd say the MMORPG skill tree / spell mechanics route. Aka : if I do this at X time, then it will unlock that at Y time. etc. To keep the arcadish / instant action safe, I also chosed to mix those brainworks with simpler control skills : press / hold with the right timing. I guess this mix will bring a different breathe to the genre, without trying to walk on common grounds. Actually there is only one universal frame data, which is stretched or expanded according to the Art's speed / strength / range stats. I did this so I'm 100% sure there's no unbalance between each Art. A faster Art will have weaker strikes, a wider range will have a slower speed, etc. I will provide the data sheet if you're interested. As mentionned above, Kinetic Damage is more based around strategies, micro planning and skill mechanics than pure combos. You can still chain normal with target combos, or with specials, but I wanted to put a limit to that via energy management. In other games, I found that longer combos can feel rewarding for the attacker, but for the target it generally means "putting my controller down and watch my char being ripped off for dozens of seconds." It can be impressive to watch, but imho it breaks the fight pace. Put it shortly : I want Kinetic Damage to make you feel like in a real competition fight, where every split second counts, and each decision can be reset by the opponent at any time if he's good at reading you. Limiting combos to 8-10 maximum was a good way to express such a design. I didn't want to put a dumb limit though, hence the energy system, which makes you think and manage, instead of just feeling limited. There is already one : during 0.3sec after wakeup, if you launch a strike, you will have a 0.2 sec invicibility. The last 2 pages were discussing about that mechanic with Varo. (great conversation btw) That could be easy to implement. If it is really needed, I could push it in the next update. Wing Chun always looked amazing and different enough from the other Arts, so it's a really good idea My design philosophy though is quality over quantity, so I'll always prefer to expand on current Arts mechanics, skills, customization, etc, than creating another Art from scratch while existing ones are not yet "really complete". But I like the Wing Chun idea though, so it could be the next Art addition. Thank you for your support The mobile platform could look unproper for hardcore fighting games at first sight, because of current controls legacy. But I'm pretty sure that if they are specifically designed for mobile, we can have a whole new type of experience. Although, I chosed mobile because of the resources limitations I had as a one-man development. But in the future, if I meet some opportunities to unleash a bigger console experience, I'll seize it for sure. Best regards, And long live the FGC
Thanks for the response. It's good to see you also visit the shoryuken forums and that you also study the art of fighting games. I visited your unity thread showing the growth of Kinetic. Very interesting, exciting, and surprising all at the same time. I am also glad that you yourself have trained in Martial Arts - that alone speaks volume about this game. I respect this Michael. I also understand you are a one man team, that said, I see you have more pressing priorities in the hierarchy tree. I do hope however once things free up for you, you do take into consideration implementing icade support. I play my fighters on nothing but fight sticks I think I will be able to adapt with enough repetition to encourage muscle memory. I would like to fiddle with the awkwardness you mention and test for myself. This actually sounds interesting in theory. I look forward to seeing how it plays out once I have it in my hands. Also, I love the footsies in this game. I can tell you now, just off principle, I will purchase your game without trying the lite version. I appreciate how you come in here and correspond with the audience and I can tell you are passionate about the "art" of fighting games. I want to thank you for taking the time out of your life to elevate the genre - much respect. Using the DC fighting game "Injustice God Among Us" as an example for comparison. When you go into a characters move list screen, right there next to the individual move, combo, super move - there is a frame data screen that shows if that particular move is "+ on block' or "- on block" and by how many frames. I was hoping you would create a frame data list more in line with this style (from within the characters move list screen) instead of a data sheet, of course you are busy now, but maybe in the future as an update if sales permit. And this is the part where I say you are truly creating a new approach here and I LIKE it. Yes, I agree, I hate the "put down the controller" part until the string is complete. I do see what you are incorporating here, I need to see it in action for what my mind is showing me is exciting. From what I am gathering by your response - you are basically eliminating vortexes, resets, long juggles. Are you still keeping FG tradition of allowing us to cancel out of normals - just as long as we stay within the 8-9 combo limit? Excellent! A way to punish rushdown pressure while recovering from a hard knockdown. From what you are saying, I am registering that... during your recovery state you will have a 0.3 second window to activate a "armored wake up" which will receive 0.2 seconds of invincibility - Got it. I will also look at that discussion you were having this Varo guy. Question is, when does the 0.3 second window kick in? Immediately as you hit the floor? Or when your characters recovery frames start up? *EDIT* Belay this question, I went several pages back and read your discussion. You answered this already. Your character will flash for 0.3 sec and that is the cue to activate a armored wakeup. The only thing I did not see or overlooked is if the move has to be a supermove or any move that can benefit from the armored wakeup? Yes, transparency, invisible icons would be great. Yes, I hope you sell a million so you may get a bigger team and incorporate such nice things. Wing Chun is a wonderful martial art. Maybe snake, monkey, drunken styles further down the road. *Knock on wood* you sell so well you can afford to make a next gen console version for Xbox One and PS4 arcade version of this game To some people, especially those whom see the mobile space as casual only have this sight of mobile. In several more years this will be the power house and hardcore franchises will be born here - in my opinion. I definitely see a hardcore FGC growing in mobile. You may end up being the push with Kinetic.
Thank you for your great words Odion. Some extensive frame data in the move list could be a great idea. I'll write it in the todo list. Absolutely, you can cancel a normal into a special, or into a target combo (there are 4 specials and 6 unique target combos per Art). Cancelling costs some energy though (flat 20), so it takes some decision to trigger it. Any strike can trigger the armored wake up, normal or special Added to my todo list aswell. Thank you I will definitely continue to make Kinetic Damage grow over time. Best regards Ben
Don't knock it if you haven't tried it! It's actually really good, responds well with compatible games, is portable, so you can carry it around in your pocket in its little case, and feels solid/quality-wise. Also fits phones of all sizes, even my big Note ll! There may be better ones down the road, but for now, this is my favorite of the recent crop of controllers vying for our attention.