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Combat & Controls Feedback & suggestion


Midboy

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The shorter short version :

*2-4 Skill slots 

*2 weapons  with switch buttons

*basic weapon "skill" to become fundamental game mechanic to being integrated with combos

* Momentom bar 

 

 

Longer version

In depth


Each weapon class (Spear,Hammer,Balls,Canon)
Needs a :
Heavy attack -----Y
Light attack ------X
Dodge ------------A
Ground smash----B
And block --------LT
Mapped accordindly (Xbox Controller)

I think each of these should have a special attack assigned to it via Modofier button (RT)
So RT+ Y heavy - (a very heavy with elmental damage attack)
Light RT+ X ( Fast combo like the spear combo )
Dodge (RT + A) (Like the spear A+X combo)
And B ( ground smash ultimate )

Additionally I believe each charecter need to be able to equip two weapons in their loadout , with
"D pad Up" tp switch between weapon 1 and weapon 2 .

Each charecter should be able to equip 2 skills by unlocking them throughout the game
Skill 1 - LB
Skill 2 -Rb

More drinkable items - switch with D pad left / Right
Drink with -" Dpad Down"

Lastly a momentum bar that build faster on combos and and critical hits , that when full can be activated with L3 button
Allowing for "Rage " skill like : 70% increase in speed movment for 30 seconds
Or become a lighting god by having all the lighting upgrades for 30 seconds
Or gain full health + sheld for 30 seconds
Or take 70% reduced damage for 30 seconds

And each of these ultimate (can only equip one at a time ) will have a color reaponding aura while activated ...

To sum it up :


Left stick - Movment
Right stick - Camera movment & 'give camera'

A - Dodge
B - Ground Attack
X - Light Attack
Y - Heavy Attack

RT - modifier (elemental damage )

RT + A = dodge combo
RT+ x = light combo
Rt + Y = ultimate Heavy
RT + B = Ultimate Heavy 2 (ground)

LT - Block/push
RT - Modifier
Rb/R1 - Skill 1
LB/L1 - Skill 2

Dpad UP - Switch weapon 1/2
Dpad Left / Right - choose consumable
D pad Down - use consumable ( Drink )

L3 - "Rage"

I know its a lot of work but its the kind of work that will take this game from a " thats a nice game we might play it sometime " game , to
A " F*** this is the best game Ive seen in 10 years I have to buy this noww I need itt" Game .
Like these are the critical points that makes a game unique memorable and replayable

I don't really see why this is necessary. Sounds like it's really just changing the gameplay when I think Rotwood already has a really fun and interesting combat style. Don't see all too much why this would make the game any more memorable and replayable then it already is. 

The only real change to gameplay here would be the option to equip 2 weapons & momentom bar. 

 

Everything else is already part of the gameplay , just more accessible through control

 

Honestly it is small changes to the combat gameplay that will allow for more variation and combos, diversity and overall fun .

The game is still in beta  and before early access , which means theres still time to implement this kind of changes . 

 

Could make the game more memorable because it would be unique ever engaging and never boring. 

 

That would encourage repellability and the added layer of combat complexity could only benefit for players to come back and play more discover more combos and reach out to a larger audience of gamers.

 

In my personal opinion that is the EXACT things that makes a game memorable takes it from good ---> f***ing Amazing 

 

It the difference between a game that you boot up with couple friends and after 30min you unavoidably switch to castle crashers .

To a Game that you end up playing all night with your friends 

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