I love how I-no is like the Trophy Wife past her prime, but Kai is faithful.
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I love how I-no is like the Trophy Wife past her prime, but Kai is faithful.
You virgin Gold Player, while I'm a Chad Silver Enjoyer. Still pretty sick animation Ngl, not bad for 5 months.
I have to come back to this ever now and then. Still the Funniest thing I've ever seen. I think I have a problem.
Okay so! Finally got my hands on the game, in a way not thought possible! Pretty good! I have notes.
First thing is First. Game Crashes after beating the game on Webgl version, might want to patch that.
Combat flow is nice, bit loose. I don't really feel the weight behind most of my attacks, and the lack of things canceling into each other is not partially good. I feel like the Flow attacks should be incorporated in a better combo system, oppose to being relegated to a short cut menu.
As for combo structure, it's an odd Hybrid. It wants to Be Kingdom Hearts, but also Devil may cry? Which mind you Thank you for making rebindable controls... though the current method is a bit touch. not sure if it was a web build reason or no. but once I swapped the jump and attack buttons It was all gooche.
But back on the Combat. Honestly Trying to be stylish is interesting sure, but the combat is just not flowing too well? I'm lacking a chaser attack, causing me to have to teleport around a lot, I'd prefer a classic Stinger for my kit, or a Proximity based attack system like in Kingdom Hearts. As for the Style Meter, as the combat as it is right now, I don't think it fits the system at all.
Combat is more button Mashy then actual Techinique. I think ether scrapping the Style meter, and go for a more Proximity approach would do you more good. Lean more towards the Kingdom hearts style combat.
The boss I feel like some attacks come out to fast to where I just eat a hit with out realizing it, you made the characters extra beefy HP wise to balance I'm sure, but I don't feel like I need to play smart, and I feel like I can Button Mash my way though the encounter.
Maybe a bit better wind up, or maybe a better sign when I hit the Revenge counter so I don't eat an attack I didn't have time to react to would be nice.
Okay the Wall run gimmick is a bit unfinished, needs a bit more polish, I kind of kept running into the Purple goo on one section because the character was instant on running the wrong way, and I barely have time to react, I think a change of that section of the level with the HARD left turn would be smart there to work around that.
Okay for the positives.
Love the Aestetic, it's got an amazing Punk rock vibe, and I'm here for it.
Level design is pretty good aside from the occasional hick up, once the movement is completely polished up, they will be pretty fun to rerun them over and over again.
There are a lot of devilish enemies to face in this, cool concepts, I just wish my tools to deal with them where a bit more polished.
Music is going in a direction that's pretty cool, I like how the level theme transitions into a battle variant and it works so nicely.
The character design are on point, Especially Blue's. You know exactly what you are doing with her, and I see you, and I appreciate it. Red fits pretty well as well and I can't wait to get my hands on Green and Yellow in the full release.
I think that's all I can really think of.
TL;DR
Visuals and Level design are solid
Characters are on point personality wise
Combat is fun but button Mashie, Needs more options or at least needs to be more interconnected to flow better, also My kingdom for a Chaser attack as basic Kit please.
Style Meter doesn't really add anything as it stands, and probably should be dropped or the combat system retooled with that in mind (If it REALLY needs to be in there, Take more notes from DMC)
Switch the Attack and Jump Buttons on Default, makes more sense honestly for what you have.
Needs a bit more polish in other areas.
All and All, been stalking this project for years, glad the Kickstarter succeeded this time. I will be buying it on Launch, I hope these things will be ironed out before launch!
Thank you for your lengthy comment!
I updated the build with some bug fixes and that resulted in new bugs, like the last boss ending on a crash T.T
That and other bugs are now fixed. As soon as I saw your comment today I started fixing it, thank you for reporting it and sorry, that must have been quite anticlimactic.
There's cancelling. There was no jump-cancel (now there is) but there's dodge and block-cancel, plus flow attacks can cancel normal combos too, and flows can also be canceled the same way but also with normal attacks.
The rebinding was done for the PC version and only tested it a bit on the web version. It's clunky but I can't improve it more for now :(
What happened exactly, if you remember? how did it break?
There's a chase, you can chase to anything you can lock to, wallruns, light poles and enemies too. We've seen many not notice it. It's on one of the tutorials but there's lots of them, one after the other, so the problem with that is the demo not teaching it well.
The wallrun was buggy, I'm sorry for that. I'm pretty sure that's what made you suffer the most from reading you, as that bug made going from wall to wall just not work half of the time, sending you back and sideways.
And I can say, without a doubt, we will keep working and improving it. Thank you!!
Okay, this is a solid base I'm liking it so far. few things.
One the game feels a bit sluggish to handle, I don't know if that's the fact that it's running in browser or what, but the game feel needs tweaking to handle better.
I think another attack button for Heavies will go along way on improving the combat.
It's a bit too easy to accidentally proc a special, might need to tweak the frame buffering a bit on that. That being said, some More moves like Launchers, and dive Kicks would be nice.
My Kingdom for a Block button. And also remove the adds from the boss fight. Boss is aggressive enough as is, just give her a few more attacks, and give the play a bit more options to work with and it should be fine.
Visuals, Love the style you are going for, It's rare to see a company in 2022 having the balls to go for Skimpy Moe, Keep it up, you are part of a dying breed.
Overall I like where this is going, Just tighten up the gameplay more, and give us more options and we are looking at a nice little beat em up.
I believe the web version is having some performance issues. You can try the PC version.(https://www.pippingames.com/maiden-cops)
We will need to find a better way to use the skills. The player ends up using them accidentally.
I believe we managed to follow these thematics precisely because we aren't a company but indie developers, just 3 guys making games.
I appreciate your feedback. We'll keep working hard to bring a good beat'm up to life.
I do enjoy the style and it seems like something more is going on. My one major Gripe it's a pain to play in such a Tiny window and only mouse controls. Causing me to not really want to get to the end via game feel. Then again I am the type of gamer who prefers gameplay over story so sadly this isn't for me, but Might be a good thing to watch via let's plays and watching my friends react at least.
The Cheese World is so strong, I'm dying from my Allergies. Amazing.
Give me FLCL Vibes from the more melancholic tracks. I like it.
I'm loving that flip flop between community and interviews! Seriously loving the vibe of this podcast!
I felt that...
We can start our own lost boys
Nice! you even get the Textures to look exactly how it would render on a PSone!
Mom back during her Edgy Rave phase.
Front man of WantedPosterStudios!
Creator of Club Yin-Yang
Director on Wanted Game 1 (Working Title)
Writer for Untown
Voice for few Characters.
Basically what I'm saying is I do a lot of things, and I need to probably Cut back on somethings...
Age 30, Male
Animator
School of being Self taught
Mountains Training.
Joined on 12/13/08