Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Yagyu Ranzou
- Chin Sei Mei
- Sonny
I also got a bigger ask, and that would be more stages. With more stages we could really get to see the full extent of the roguelike elements - particularly the modifiers. I imagine even bringing back classic stages (remade or as is) would do wonders for the replay ability, as the game does feel a bit short. DLC or otherwise, the game's mechanics are fun to the point I'd want to play it more in more settings.
Would it also be possible to have some kind of steam workshop integration? Giving players the ability to make content to use in the game (characters and stages in particular) would lend greatly to the game's longevity. This is not an easy ask, especially considering the multiplatform nature of the game, but some user created content that could on occasion be added to the full game via contests and such would add extra flare and replay value.
One last thing that comes to mind is lady Okada - her single strand of hair infront of her face when in her stage form vs her close up artwork. With the way the rest of the cast is done in their stage forms, that bit of hair could be exaggerated in volume more instead of the forehead taking up most of the space. It's a visual nit pick, and honestly the least important thing to ask about, but figured I'd mention it since it popped into my mind.
I will for sure have more requests down the line (looking at how the characters play compared to each other), but I want to spend more time learning the characters first. Either way I am enjoying the game plenty, so please keep up the good work
My suggestions:
1 - Additional characters Sonny Lee, Urquidez and Masao Oyama, (all from Arcade's DD3), and mainly Yagyu Ranzol and Chin Seimei, both from NES's. Along with these characters, more areas could be added to the map, with new stages, such as Ranzol's ninja clan, Chin Seimei's triad, Urquidez's Italian gang, Masao Oyama could be a group of karatekas who command a region or try to expand their dojos around the city, or even allies of the Ninjas... and Sonny could be the evil renegade brother of Lee and Sousetsuken... like the shadow replicas of Billy and Jimmy from Nes´DD2, or ally of Chin's group Seimei..
2 - Additional dedicated endings for each character enabled in the game, Linda, Chin, Abobo, Burnov, etc. It's very frustrating to have Bios with such interesting information about the characters and not have anything else about how they ended up in this game! Some of the motivation to play with them is gone, as there's no ending for them.
3 - New campaign as DLC (Like Nes´DD1 Remake)
4 - Alternate colour palettes for ALL playable characters for diversity and to avoid a playable boss being confused with an enemy one
5 - More mini-bosses like Williams, Roper, Jeff, Right Arm, Jake, Ayumi, Steve or the various Abobos
6 - Rage of the Dragons COLLAB/CROSSOVER/mashup
7 - Option to Double Tap Run
where's mibobo (green abobo)? i know it was a resource management thing but i liked being able to see a boss from an earlier stage re-appear recolored as a normal enemy.
also on that note, recolors for all the characters, with the playable bosses having new alt costumes for their recolored mook varients.
also a setting after clearing all the level 4 stages (where the gangs are at their strongest) that allows you to play the level four versions of all the gang hideouts, with stats balanced to make it a little fairer.
- DLC Characters: Kunio, Riki, and Misuzu from River City Ransom, and, this might be too much to ask for, Berserker, Blitz and Bullova from The Combatribes.
-Invincible frames on SOME special moves, or maybe on upgraded special moves.
- New campaign as DLC
-Alternate colour palettes for all playable characters for diversity and to avoid a playable boss being confused with an enemy one
-Temporary invincibility when starting a new life as (especially on the last level) you can land into a landmine of attacks from bosses and lose one of your characters right away
-Battletoads crossover DLC!
- more reach for Billy & Jimmy
- shrink the hud at the bottom of the screen because it's way too big and we can't see anything during the boss fights.
- delete the crowd control display each time we made one.
1. Attack/weapon range seems *very* biased in favor of the AI. I've literally had projectile characters land successful hits on me a good 4-6 "lanes" down from where they stand. This is opposed to characters like Billy and Jimmy where I have to be almost completely in line with the enemy (maybe a few pixels up or down) to land hits. Suggestion is to even the playing field, at least enough so the advantage the AI has is not completely egregious :-)
2. More standardized approach to difficulty. While I can appreciate the tiered difficulty as it forces the player to strategize which stages to play in which order, I'd also appreciate a straight up "easy / medium / hard" selection as well. For example, "easy" would allow the player to play each stage exactly as if it was the first stage selected. Medium could be the "second stage" versions of each stage, with hard being the "third stage" versions, etc.
3. Invincibility frames for the player. Too many situations have occurred in my short time with the game where the player characters just get bludgeoned by the AI with effectively no way to get out of the situation or provide meaningful offense. Juggling, getting hit instantly on tags, and essentially getting hit when you're already down are the worst offenders. I don't mind a challenge, but the current implementation seems difficult simply for the sake of being difficult.
4. Please adjust the "crowd control" pop up so that it doesn't halt the action. Beat-em-ups are very much flow-based and the constant stop/starts almost punish the player for learning the system and "getting good." Could the graphic (with voiceover) maybe appear in the corner of the screen with the accompanying food appearing as it does now, but without halting the action entirely?