XaiJu
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Combo Challenge

It's been a while since I last wrote to you.
I've been so focused on my work that I haven't had much time to write. When I did have time to write, I spent it working on scripts for voice actors and responding to e-mails.

Most recently, I've been working on the Combo Challenge.
I'm working on it. I'm up to intermediate level now.
The purpose of the beginner level is to challenge the students with special moves and unique abilities so that they can get to know the characteristics of the characters.
Intermediate level is a simple route for each character based on their characteristics.
Combo from various buttons
Simple combos from Far
Offense from the air
Aerial combos
Slightly longer combos from Close such as Main6C
Combo from Throw
Combo using one fs
Counter combos from evasive maneuvers.

Now, I'm thinking of example combos and advanced combos.
As for the advanced level, I'm still struggling with it.
It's hard to differentiate between the two, considering only the damage, since the final design is such that the same combo parts are used to some extent.
It might be easier for a character like Tina, who has a cute bar, because she has a lot of flexibility.
The latter half of the game will be more like a combo game than a damage game.

I'm designing combos with various small details and special hits in mind, but I'm not sure how much I'll disclose them.
It's fun to look for unique combos, but they are hard to find and not everyone is doing them.
If you hide too much, you might get the impression that there are no interesting combo gimmicks in this game.
We want to find the right balance between that and make it a mode that will make current players think, “Oh, there's this kind of combo!


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