Normally when I do testing for games, the feedback I provide is to fix or change things. Unfortunately, I haven't been able to find really anything I think needed changing, so my feedback thus far has been pretty limited. So, I am going to make a post about all the things I
like about RoA so far, as positive feedback is just as important.
Background:
At the time of this post, I've been playing Melee competitively for a little over a year. I also play 64 and PM casually on the side, and Smash 4 when I have more than three friends over.
As far as RoA goes, I've played about 20 hours worth of matches with competitive Melee/PM players, about two hours with my friends who are casually into Smash, and I've spent about 5 hours 'in the lab' finding/practicing combos, practicing tech, and studying hitboxes/frame data (with one of the people I usually play with).
Feedback:
- I know its low hanging fruit, and a lot of people say it, but the characters in this game are incredibly unique. A problem with some fighting games (Like Smash and Street fighter, for example) is that to someone new to the game can assume that characters are basically the same. (Ryu, Ken, Mario, Dr. Mario, Luigi, you get the idea). Having a small, super unique roster is a huge plus side. If you can manage to push out a few more unique characters it'll be a great roster.
- The balance of the game (so far) is interesting and enjoyable. It reminds me of a combination of 64 (the impressive yet not incredibly difficult combo game every character has) and Melee (the quick and diverse movement options).
- The lack of ledges turned me off at first, but after getting use to the game I loved it. When I play Smash I love watching people go off ledge for a nice knee, spike, or something disrespectful. While I don't have a problem with people grabbing the ledge, its definitely more fun to see people go off. If you want to edge guard in RoA, you have to edge guard or react (sometimes both) and its really rewarding. On the flip side, recovery is also fun. You have tools to mix up your recovery (air dodge, wall jump, alternate recovery moves).
- The three (four if you include the stage in the August build) are all simple (we really only play on Basic mode) but different, and that's a good thing. My biggest problem with Smash 4 is that there are a lot of really fun stages, but really only two stages that make sense (to me) in a competitive setting. Having the platforms with variable heights, lengths, position, all that junk makes stage choice important, while still keeping it 'consistent'.
- The music in the new build is incredible! Keep the fast pace style!
- As far as the toggles for wall jumping and DI type goes, I enjoy the default settings for both.
- I love being able to see hitboxes and slow the frames down, I hope this feature carries over to the main game.
- In the latest build, if you attack someone with an aerial and get parries you become helpless and fall straight down. This is interesting, as it means a Kragg can just camp far out, and it makes it harder to go take care of it. Not a huge deal, just something to consider.
TL;DR
- characters are unique, keep following this trend.
- Balance is fun, combo heavy, and fast. No one seems broken yet. Keeping a small roster will hopefully keep it this way.
- edge game is really different to get use to, but once you do it becomes very rewarding to both recover and to edge guard. Love it without ledges!
- Stages are sweet. Glad to see the "omega versions" aren't just final destination. Keep up this trend!
- Music = bueno!
- Keep wall jumping on and default DI for the future
- Keep hitbox and 10fps toggle in for release.
Other:
While studying how parry stun works we found something interesting out. It's one of those things where we couldn't tell if it was intentional or not.
If you are attacking an opponent with an attack that has low ending lag (a jab for example) or you can jump cancel(Zetterburn's Shine) and they parry it, and then
you jump, you don't get the effect of the parry. For a technical Zetterburn, this basically lets him wave shine with relatively low risk, as if he gets parried he just jumps, wave dashes, and shines again while his opponent is stuck in the parry animation.
Thank you for the opportunity to test RoA. It has been a lot of fun over the last couple months, and I look forward to continue testing the game.
To show case the game, and to provide information for those who are not as fortunate to test the game, I plan on streaming and uploading to youtube sets, hitbox information, etc. I'll post that on the subreddit though.
Best of luck with development, and keep up the great work!