Its okay I'm a timecop. Not watching tough since its ign. Also, how do we lose the ghost page here? I am jeeting off now.
Lol, maybe they were just playing on a lower-end device. If they were, it would have been nearly unplayable for them. However, if you were to give them the newer ones... They probably would have been more positive. Then again, IGN still has reviewers that claim, "No trophies, no buy."
Would think on a site like IGN, the reviewers would have newer devices... It's almost impossible to fairly review games these days on older devices.
And against Ninjutsu, considering your Art is Tai Chi Chuan, means you were certainly very technical good job ! p.s : 770 in 6 hits, that's impressive, did you possibly chain a stacked Qi Burn with a 3 hit combo, all ended by a Qi Detonate ?
Thank you I believe so, I try to detonate when I see that Qi Burn is high. But it's pretty rare that it's gets that high. Once it said "infinity damage". I'm not sure if that was referring to Qi Burn though
Haha, that Infinity damage is a bug of coruse, but the idea is interesting ! Thanks, I'll check that. Basically infinity means there was a division by zero, possibly coming from a Qi Burn tick *after* the round ended, which resets the debuff, and the stacks. Minor one that should happen very rarely and has no incidence on any match, but I'll correct it. ____ Some news : I'll have the training mode finished tonight. It will allow you guys to choose the AI's posture (stand, crouch, jump), button to press (LP, FP, LK, FK), defense mode (autoguard, counter, combos, etc), and record a button sequence. I also heard you guys about infinite energy/health. At first I was not really convinced as basically it kills the whole game mechanics (so it's not really training), but hey, having fun deserves better than that, so I'll implement infinite energy / health choice.
Man, sorry to spoil the party but after downloading the lite version I have to say I am not really enjoying this game. It doesn't quite grab my attention I can't quite put my finger on it and honestly I probably need to give it a couple of more tries, as so far I'm struggling to chain moves together- are there any special type maneuvers in this game? Usually with a fighting game I instantly warm to particular characters I want to train with, this could be down to a few reasons such as their style of fighting, outfit or some other cool characteristic. Obviously with the vast amount of customisation you can do to build your fighter in kinetic Damage, it loses out on that instant familiarity you get with other fighters i.e. Street Fighter. I also feel the design of the characters blend too much in the background, making it slightly hard to see whats going on, too much shadow maybe? (playing on iPhone 5) but this could be down to the two levels on offer in the lite version. Anyway, I must give credit where credit is due so although I have my criticisms of Kinetic Damage, for a one man development team, this game was a very good effort, and for that alone the creator should be proud.
Hi OutSpoken, thanks for your feedback, and your credits No problem, every kind of feedback is important to me. Actually, Kinetic Damage was intentionally designed to be different, so we might lose that familiarity from old fighting game models you're mentionning. For this reason you are perfectly right about the learning curve, it needs a bunch of matches to handle core game mechanics, just like the first time when we had to learn how to throw a fireball To sum up the intent behind KD a bit : I've been playing fighting games for 20 years now, and was kind of burnt out about the same old same old gameplay (focusing on combos, D-pad quarter circles specials, and super atomic looking Ultras taking 3/4 of your bar). That's a model I still love as a big fan of SF4, but as an indie developer, I felt I had to seize that unique opportunity to "try" some new stuff. Kinetic Damage is not intended to be a concurrent of other fighting games, or a continuity, but a new one That's why you have stuff like buffs, debuffs, energy management, and other mechanics that are completely new to fighting games. I did my best to make them enjoyable, logical, and easy to handle. They are certainly perfectible as the game was just born, though. Actually combos are part of the few things I kept from other fighting games : you simply push a sequence of buttons once your launcher strike hit your opponent. Another reason why familiarity doesn't come instantly is because there are no fixed person, or story : you create your fighter, so the emotional connection doesn't come from a look, a backstory or an animated sequence, but from all the way up to your fighter's evolution. It's quite the same feeling as in mmorpgs, if you prefer : when you create a char, you don't care that much about him / her, but about the skills you will be using. Then with time and fights going on, your char grows on you because it's basically your extension, tainted with your own choices. So it takes time to be attached Right now Kinetic Damage offers a minimum of customization options, but the highest priority I got in future developments is to give more choices to players (specials, combos, outfits, specializations, etc), so they can feel more and more attached to their own choices. About combos, you can have a look at button maps (and explanations) during fights, in the pause menu, in the Move List section Cheers