Dragon Fist: VR Kung Fu

Dragon Fist: VR Kung Fu

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Doom Jan 20, 2022 @ 12:56am
Game Complete (also feedback)
Managed to beat it on medium. That was fairly intense. (Virtual Desktop + Quest 1)

https://steamcommunity.com/sharedfiles/filedetails/?id=2725457272

Some thoughts after finishing the game with one character:

* Kick is very sensitive and is often triggered unintentionally. Maybe it should be remapped to thumbstick press (like in blade and sorcery), because occasionally pushing down right stick is something that happens often.
* There is supposed to be a wooden dummy somewhere, but I never found it. Basically it feels like the way to additional modes is a bit unobvious.. I did see some, but they asked me to make a new save? Why?
* Closer to the end there are opponents which have double or triple health bar. However the health bar is double or triple only on their first round, which could be a bug.
* The laughing guy in spectacles (in the red temple) was kinda weird. I think his ai might need checking. He basically didn't really manage to do anything.
* Enemies have very hard time defending from "double poke attack". Basically, if you cover your chest with both arms, and periodically lunge at them with double finger poke, meaning you at the same time aim at their head with one hand and at their solar plexus with another - then you're likely going to win. At least one of those will make it through most of the time, and if they both hit, it will be a lot of damage. I'm not sure if this needs to be fixed, though.
* Would be nice to have a custom character mode. Where you design your own character then select clothes, etc. See Soul Calibur series for an example.
* (technical issue) When enemies trigger special attack for the first time, it causes stutter for a split second and occasionally even temporary fade to steam vr. It seems the attack is not preloaded along with the enemy and is loaded mid-combat from disk on its first use. This likely needs to be addressed, as the specials effectively blind the opponent on first use when the game is not installed on SSD.
* Would be nice to have more tweaks for "realism mode". Basically, I'd personally want gauges and status symbols, but not slow motion.
* Closer to the end it becomes more simlar to jousting. They lunge at you, you defend, then you lunge back at them with double poke while trying to track their movement. So basically instead of trying to swipe away each other's arm and the like, it turns into lunge after lunge after lunge.
* With Green Serpent I ended up not using the pressure points much. Basically because he has finger bonus, the one that I kept triggering most of the time was "blindness" (not sure if it even does anything), occasionally I managed to hit throat, only once or twice I landed a hit on a rib, and never managed to hit the biceps. In the end I didn't really use that mechanic much, as all fell before the mighty double poke.

And that's all for now.

https://steamcommunity.com/sharedfiles/filedetails/?id=2725457641
https://steamcommunity.com/sharedfiles/filedetails/?id=2725457440
Originally posted by Ben:
Originally posted by Doom:
The comment about dummy left me puzzled. I don't recall a way to freely explore levels, so it means I'd need to break away from a fight? Either way that was just feedback, I don't feel particularly strongly about it.

When you enter the level there are the places to stand on where the fight buttons pop up and you smash them to start the fight. If you don't break the button then you can walk about the level without anyone trying to punch you.

I appreciate the feedback, thank you - its useful to know what might be confusing
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Ben  [developer] Jan 20, 2022 @ 3:03am 
Thanks for the feedback. I wont respond to all, but I will consider and look into them

Originally posted by Doom:
* There is supposed to be a wooden dummy somewhere, but I never found it. Basically it feels like the way to additional modes is a bit unobvious.. I did see some, but they asked me to make a new save? Why?

Its at the back of the wing chun school. I guess I could point it out, i'll think about it. The dummy and dagger targets they are just things you can find in the level, they are not required playing, so I am not sure I want to direct the player to play them.

Originally posted by Doom:
Would be nice to have more tweaks for "realism mode". Basically, I'd personally want gauges and status symbols, but not slow motion.

You can use custom mode to set those things along with other settings

Originally posted by Doom:
"blindness" (not sure if it even does anything)

It makes them not know where you are quite so accurately, so they will mis judge the distance and direction of their attacks a bit more and it also makes them less likely to block/counter. A good way to use it is to jab the eyes and then dash left or right.

Ultimately there is not just one way to play the game, if you dont want to use the pressure points then thats fine and up to you, but it wont be the same for everyone. I certainly use them
Last edited by Ben; Jan 20, 2022 @ 3:03am
Ben  [developer] Jan 20, 2022 @ 3:17am 
* Would be nice to have a custom character mode. Where you design your own character then select clothes, etc. See Soul Calibur series for an example.

I would like to do this at some point
Doom Jan 20, 2022 @ 5:42am 
Originally posted by Ben:
Ultimately there is not just one way to play the game, if you dont want to use the pressure points then thats fine and up to you, but it wont be the same for everyone. I certainly use them
It is not that I don't "want" to use them, what I meant is that they did not end up being used that much, aside from eye poking. Green serpent has bonus for finger damage, that means targeting head and triggering blindness.

The comment about dummy left me puzzled. I don't recall a way to freely explore levels, so it means I'd need to break away from a fight? Either way that was just feedback, I don't feel particularly strongly about it.
The author of this thread has indicated that this post answers the original topic.
Ben  [developer] Jan 20, 2022 @ 6:00am 
Originally posted by Doom:
The comment about dummy left me puzzled. I don't recall a way to freely explore levels, so it means I'd need to break away from a fight? Either way that was just feedback, I don't feel particularly strongly about it.

When you enter the level there are the places to stand on where the fight buttons pop up and you smash them to start the fight. If you don't break the button then you can walk about the level without anyone trying to punch you.

I appreciate the feedback, thank you - its useful to know what might be confusing
Last edited by Ben; Jan 20, 2022 @ 6:00am
Doom Jan 20, 2022 @ 8:17am 
Originally posted by Ben:
When you enter the level there are the places to stand on where the fight buttons pop up and you smash them to start the fight. If you don't break the button then you can walk about the level without anyone trying to punch you.

I appreciate the feedback, thank you - its useful to know what might be confusing
Oh. THAT. Yes, it never occurred for me to try this.

As you sort of assume that this is an area where you're only allowed to pick an opponent and not move around.
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