![]() It worked in Super DD because the enemy ai is fairly smart and know how to avoid and to gang up on you. Super Double Dragon had a tactical combat system which revolved around special move inputs and the special moves were infinite like a fighting game. An unfinished 30 year old game is better. That game was released in an unfinished state and is way better that this game. ![]() ![]() Guess I'll just bust out the SNES and play Super Double Dragon. Originally posted by RaidenFury:Well, lets see whats good about it. Player want challenge could always add a super hard difficulty for them. Overall please give player feels satisfied instead of keep punishing player. Improve the detection of bullet hit, now enemy bullet could hit player even on totally different walking lanes which is unfair Reduce Mission Boss "Down Recovery + Reversal Attacks" frequency and give them down time, currently is every time they will do reversal attacks on player attack cool downĥ. Reduce Tag team change cost to 50% of Special bar even it's not fully chargedĤ. Add "Down Recovery" that cost the 50% of Special bar even it's not fully chargedģ. Add Final Fight style "Super Attack" that give player invincible time but cost a little self damageĢ. Hi Dev, I would suggest these improvement after my experience to your game:ġ. How do I fight", it will be easier for us to come in and address that, rather than "This is the worst DD", which seems like a rant/opinion piece, which we will have to prioritize as we are trying to address more issues at the moment. Originally posted by Secret Base:Oh and just to add, I understand that it can get frustrating and your emotion is strong, but if your thread title is "Recovery frame is too long.
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