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Changelog:

Bug fixes: 

- Overlay in fighting tutorial corrected

- Fixed bug where game would crash due to undefined variable

Really interested to hear what any of you have to say about the fighting mechanics, do you like it?

DOWNLOAD:

PC: http://www.mediafire.com/file/4uelx12wou9m4pf/CollegeKings-0.1.6.2-pc.zip/file

Mac: http://www.mediafire.com/file/2rd5qpogdnlba41/CollegeKings-0.1.6.2-mac.zip/file

Thanks!

Comments

Flover

The fighting mechanics are fine. Of course the first fight wasn't really difficult, won it on hard on my thrid try. But how do you plan to evolve it? Will new attacks replace the old ones just like that, or are there additional buttons you have to press? Will the mc just fight one-on-one all the time? I can't imagine how a 2-on-one would actually work with renpy, just a thought.

collegekings

Hey there, thank you so much for the feedback. How did you feel about the reaction time on hard and the amount of successful punches required (5 for either side)? Also how did you feel about the lack of being able to tell how much health Tom is on? I thought that could be an issue. I plan to always have (except for the beginning) 4 attacks and 4 defenses for each set. Groundwork (more wrestling oriented moves on the ground) will be introduced in more "professional" fights. I feel like having too many buttons could be too much as it doesn't feel great on pc. Most fights will be in controlled environments 1 vs 1 as part of training and competitions, but I was thinking if you give opponents new moves and make the prediction mechanic more difficult / more stances that opponent might take, that could make it more fun and dynamic. Please let me know any suggestions and ideas. - Undergrad Steve

Flover

Okay, let me think: - Reaction time on hard was challenging. As it should be. Sometimes I was so frantic that i pushed a button before i even recognized the stance. And the moment you lose your rhythm your pressed button overlaps and you eat an attack or two before you can recover. Totally fine with me, the moment you lose your footing you pay. In the end it's all a matter of practice :). - Amount of punches: Didn't even count, was too focused on the fight. But imo on hard the mc should throw more successful punches to win. Don't know enough about Tom, but he is an ape, so he should be tougher to deal with than the mc. (Of course you could lower the health of the MC as well. Never in a fight, no training, would make sense.) -Visible Health: Don't know about that one. One the one hand I'm probably too focused to spare a look so it must be visible all the time, either through something like a health bar right on eye level or the state of the fighter himself. On the other hand, not showing how much it takes to bring your enemy down adds to the tension. Just my two cents. Going to get some shut eye now, so take care (and stay healthy).

collegekings

Thank you so much for your in depth feedback, I really appreciate it. I'll try to increase the amount of punches per difficulty. I'll also look into the visibility of health, but I'd rather stay away from a health bar for realism reasons. Take care - Undergrad Steve

Tom Hoffs

I think the health visibility thing could probably be accomplished by having the opponent's facial expression change over the course of multiple thresholds, although I have no idea how much work that means for you. Other than that, I agree the opponent could have a bit more HP on hard but I don't think it should be much more, otherwise it becomes too much clicking. Instead, I would reduce the HP of the MC considerably on hard, I think he should only be able to tank like 2-3 hits. I don't think more buttons are that great either, but maybe more like having certain combinations the MC needs to perform to land a successful hit (adds complexity without the need for more buttons). Could be done perhaps by having multiple quick time events following a successful punch/block.

collegekings

I think having the facial expressions change for the singular frames is definitely in the realm of possibility, without too much extra rendering. I'll adapt the MC's hp for the difficulty in the next update this Friday (16/10). I like the idea of combos and will look into that for future fights. Thank you so much for the suggestions and your feedback! Much appreciated. - Undergrad Steve