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This project will have great short-term success, but that's it.
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This is feedback intended for the developers.

I've played every kind of fighting game under the sun since the 1990s. All the street fighter games, every Samsho, ff, and kof game, tekkens 5-8, and just about every arcsys game (yeah including Battle Fantasia). I'm pretty confident that you're not going to be getting your intended audience with this game.

I think you guys had a great formula for success when you acquired the Rising Thunder IP, but turning it into a 2v2 technical tag game is going to ensure that it will only have long-term popularity with the anime fighter crackheads.

This is not an easy to get into, difficult to master game, it is a super easy to get into, and near impossible to master game. The way the difficulty curve looks now is like the positive quadrant of a y=x3 curve. It's going to enjoy some hype, we'll probably get mainstage on Evo for a yeah, maybe two, then it's going to fade into side tournament obscurity. Why?

  1. As I mentioned, too complex. Someone who's really into League is not going to have the time or drive to put in the work needed to get really good into a game of this complexity. They're going to be essentially locked at a silver or gold rank with the skill cap needed to break that far in excess of what the casual player is going to want to put into it. This includes your combo structure, number of tag mechanics, types of defensive and offensive mechanics, general flow of combat, etc. There is a reason why tag fighters are not that popular in the fgc. As for the crackheads who are into tag fighters, they're going to have a great time with this, but they're a pretty niche market so you know, keep that in mind.

  2. Time to improve: the reason why League sucks to get good at is because you have a minimum of 20 minutes to suffer through a losing battle before you're able to take your learnings into a new game. Same problem here, I can only imagine what it feels like as a new player to watch me doing a TOD combo on their character that takes like 5 minutes to complete, mix up their incoming character, then have them essentially watch another cutscene of their character getting taken apart. At least an sf6 it's two to three interactions, each lasting maybe 10 seconds, and they're done. They can start a fresh round, or worse comes to worst, they can start a new match in maybe 2 minutes.

  3. This is a messy alpha. A banger soundtrack but janky character animations, a crisp UI design but messy cluttered visuals in the middle of a match, a plethora of systems, offensive and defensive options but no training for information on how to actually implement them. I get that this is an alpha, but you guys have also been cooking for a while so ¯_(ツ)_/¯

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2 months ago