Hellish Quart

Hellish Quart

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Bmx Bandit Oct 19, 2024 @ 6:51am
Feedback about the game
- Better UI, too clunky/UI for now

- I understand that you devs guys want variety of fighters/styles but it seem that we have too many for now, i would rather have a base game finished and the have the other fighters later in an future update.

- Replay round with controls, and option to slowmotion, also being able to save those for later would be cool too
- Camera mode too, for the above
Last edited by Bmx Bandit; Oct 19, 2024 @ 7:50am
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Showing 1-15 of 40 comments
Jedi Oct 20, 2024 @ 2:44am 
I've been waiting for this game before release to be fully fixed in terms of weapon clash and physics.

I have been waiting for years and check from time to time if it's already fixed and till today it is not.

I believe that auto parry is a huge mistake and leaves too much field for a coincidence than actual skill, especially with this clunky physics.

This game seems to be more like a Tekken than UFC undisputed.
Last edited by Jedi; Oct 20, 2024 @ 2:45am
Klampus Oct 22, 2024 @ 9:31am 
Originally posted by Jedi:

This game seems to be more like a Tekken than UFC undisputed.

That's too bad; I was really hoping to play a game where you could play as a polish fencer guy and put another polish fencer guy in an arm bar while Joe Rogan screams in the background
Jedi Oct 22, 2024 @ 12:12pm 
Originally posted by Klampus:
Originally posted by Jedi:

This game seems to be more like a Tekken than UFC undisputed.

That's too bad; I was really hoping to play a game where you could play as a polish fencer guy and put another polish fencer guy in an arm bar while Joe Rogan screams in the background

U skipped the few classes at school before you finished primary huh? :D
Last edited by Jedi; Oct 22, 2024 @ 12:12pm
Klampus Oct 23, 2024 @ 12:34am 
Originally posted by Jedi:

U skipped the few classes at school before you finished primary huh? :D

I could say the same about you, such as the classes where people usually learn what a joke is.
Jedi Oct 23, 2024 @ 4:11am 
Originally posted by Klampus:
Originally posted by Jedi:

U skipped the few classes at school before you finished primary huh? :D

I could say the same about you, such as the classes where people usually learn what a joke is.

Understanding what was written, making a good joke and then coming up with own riposte would require some level of intelligence. It is not the case here. Try harder.
Tr3m0r Oct 23, 2024 @ 5:32am 
I could definitely get behind a parry and guarding mechanic that is not auto executed. I think I'd play the game a lot more and want to learn it more as well. I'm sure that's been suggested before so has there been reason it's not been tried?
Jedi Oct 23, 2024 @ 6:12am 
Originally posted by Reoccurring Recursion:
I could definitely get behind a parry and guarding mechanic that is not auto executed. I think I'd play the game a lot more and want to learn it more as well. I'm sure that's been suggested before so has there been reason it's not been tried?

It was discussed at the very beginning but they decided it is better with auto parry.

I think with all the respect to creator, that it actually requires some coding skills. Some serious help is needed.

Even the auto parry system which is the core of the game looks clunky and works bad. This game aims to be a realistic sword combat game, but it's more random than most of the fighting games.
Klampus Oct 23, 2024 @ 6:21am 
Originally posted by Jedi:
Originally posted by Klampus:

I could say the same about you, such as the classes where people usually learn what a joke is.

Understanding what was written, making a good joke and then coming up with own riposte would require some level of intelligence. It is not the case here. Try harder.

It was an offhand innocuous comment, chill TF out.

But considering your other comments here I'm not too surprised, since you seem to think you're smarter than everyone, dev included.
Jedi Oct 23, 2024 @ 8:25am 
2
Originally posted by Klampus:
Originally posted by Jedi:

Understanding what was written, making a good joke and then coming up with own riposte would require some level of intelligence. It is not the case here. Try harder.

It was an offhand innocuous comment, chill TF out.

But considering your other comments here I'm not too surprised, since you seem to think you're smarter than everyone, dev included.

You seem to be unable to get over being ridiculed and keep writing about nothing thinking you can overwrite me with your mentality of a pumpkin.

Why did you join the discussion, heaving nothing to say, babbling something, and patting the devs back like a typical Normie?
eglab Oct 23, 2024 @ 9:29am 
I am not against manual blocking itself. Just wonder how would you see it look like.
And btw, static blocking like in many "sword fighting games" is not realistic at slightest. The basic idea of this game (putting positioning over combos and moving over hiting block button) is right one. It's execusion is what could be debatable. Clunky physics is indeed a problem that often rigs the match.
Still I had a lot of fun with this game.
Last edited by eglab; Oct 23, 2024 @ 9:34am
Jedi Oct 23, 2024 @ 9:53am 
Approach 1: Would be the similar to UFC Undisputted 3. It means block for high, middle and low holding 2 buttons or right mouse click and position the weapon by mouse.

Approach 2: Paper, scissors, rock method.

- Just a block button for an ultimate block of attacks
- Bash that puts the enemy out of the block.
- Attack that goes through bash.

Approach 3: My personal favorite but I don't think it can be managable in this game. Freedom of blade movement by holding the proper button and manipulation by mouse or gamepad stick. At least one button for attack and another for block. Maybe even different buttons specific to the character.

In terms of the mouse, it would be left and right mouse buttons. In terms of a gamepad, it would be L1, L2, etc.
Last edited by Jedi; Oct 23, 2024 @ 10:12am
eglab Oct 23, 2024 @ 9:59am 
I hate the ideas 1 and 2. As I said, IMO puting movement over hitting button is better. The 3 looks interesting, althou I predict that learning curve will be prohibitely high if we want conserve importance of movement and positioning to affect the blocking.
Last edited by eglab; Oct 23, 2024 @ 10:01am
Jedi Oct 23, 2024 @ 10:13am 
Originally posted by eglab:
I hate the ideas 1 and 2. As I said, IMO puting movement over hitting button is better. The 3 looks interesting, althou I predict that learning curve will be prohibitely high if we want conserve importance of movement and positioning to affect the blocking.

That's not good as Approach 1 and 2 are typical solutions used in white weapon combat games successfully.

The third idea is my personal invention but I would like to see it one day implemented in some game.
Last edited by Jedi; Oct 23, 2024 @ 10:14am
eglab Oct 23, 2024 @ 11:00am 
This game do not lure gamers that want "typical approach". Lack of static blocking is what I found very new in this game. And as I said static blocking is unrealistic in sword fighting. Nobody ever was fighting like this, it is recipe for dissaster IRL (just because of momentum, f.e.). The same with "block cracker" moves that are designed to get through by just pushing button.
Not arguing against having blocking button, but I am still yet to see some propositions that are compatibile with putting movements over "moves" that doesn't require some insane learning curve.
Jedi Oct 23, 2024 @ 12:04pm 
Originally posted by eglab:
This game do not lure gamers that want "typical approach". Lack of static blocking is what I found very new in this game. And as I said static blocking is unrealistic in sword fighting. Nobody ever was fighting like this, it is recipe for dissaster IRL (just because of momentum, f.e.). The same with "block cracker" moves that are designed to get through by just pushing button.
Not arguing against having blocking button, but I am still yet to see some propositions that are compatibile with putting movements over "moves" that doesn't require some insane learning curve.

I provided enough propositions that can easily solve the issue of a clunky, broken fight and you just denied all of them.

This game is some niche that almost no one knows and most refuse to play because combat is simply random and broken.

If you stop being biased and read what I wrote you will easily see there are solutions, both those already implemented and working and the new one.

Current gameplay it's just a random (Tekken like) fight because of lack of coding skills.
Last edited by Jedi; Oct 23, 2024 @ 12:06pm
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