Fight Crab 2

Fight Crab 2

 This topic has been pinned, so it's probably important
PLAYISM_CS  [developer] Feb 12, 2024 @ 7:04pm
Requests and Opinions Thread
Hi all,
If you come up with any requests or opinions that you would like the developer to know, please comment here.
We would like to hear your thoughts so we can learn from them and improve the game!

PLAYISM
Twitter
Facebook[www.facebook.com]
PLAYISM Official Site[playism.com]
PLAYISM Publisher Page
PLAYISM Official Discord[discord.gg]
< >
Showing 1-15 of 54 comments
VarryoOelly Feb 13, 2024 @ 3:27am 
Hi, I finished the career mode in Normal difficulty and it's fine. but when I tried on Hard difficulty, I found out the your partner AI in the quest does not do any thing, it just moving around and not attacking enemies. When fighting some specific AIs, they intend to move backward(plus very fast) all the time that I'm unable to chase after them(I mean the AIs keep zoning away from me) which make the game suddenly not fun to play. I suggest when it goes to Hard difficulty, do not make the AIs keep zoning away from the player and please make the allied AIs more active and useful. (In Normal difficulty, the allied AIs are helpful) When my crab/lobster level up(in the gym), I can only use the all the 5 points in one status, I hope the 5 points can splits into other status too.
caden Feb 13, 2024 @ 12:53pm 
i think that we should be able to try the bosses like "crab rock" if that's possable
MISSINGNO_106 Feb 13, 2024 @ 11:41pm 
Originally posted by caden:
i think that we should be able to try the bosses like "crab rock" if that's possible
i second this, i think all crabs should be playable, even if their not directly the boss version of said crab,
crow Feb 14, 2024 @ 4:38am 
https://steamcommunity.com/games/593110/announcements/detail/563352991934009789
Please stop giving away games for free to Steam curators.
Curator's reviews and whatnot are no longer of any use.
Bilbo Baggins Feb 14, 2024 @ 1:31pm 
co-op career please
endcrab Feb 15, 2024 @ 1:23am 
Only played to year 3 of career so far.

Career feels limited compared to the first game. The roguelike mode is trend chasing, and I'm sure some people will like it, but a traditional campaign like the first one would be nice to have alongside.

Current career mode is lacking in player choice compared to the first game, and optimal play feels bad - collecting weapons and storing them for later as a dismounted human is a strong move strategically, but running around collecting as the human and not controlling the crab doesn't feel good. The lack of a shop outside of the year marker is unfortunate. The weapon durability system through the career is what makes that tactic optimal, and it's somewhat irritating.

Fusion of near broken items shouldn't require an RNG ticket. Maybe allow them to be fused without a ticket, or scrapped for coins? Right now they will clutter your menu.

AI doesn't seem as good as the previous game.

The picking up weapon hitbox as the crab seems worse than the previous game, trying to pick up a weapon off the ground as the crab has been sometimes frustrating (only played as moon crab in my career so far). The pinch however seems to be much easier to pull off.

I don't think the playable rider character is worth getting off the crab outside of grabbing weapons, and letting the computer control your crab while you fetch weapons is not fun, making the whole mechanic unfortunate.

GOOD POINTS - I like how you've improved the hyper mode with a command menu. The jump is interesting. The new bosses are cool.

BUGS -
Left control stick only moves right on the menus, even if pressed left - d-pad works fine.
Enemy crab got stuck on a corner of a building in a map where the red ring of death killed them.
Enemy flipped onto it's back didn't get a countdown, because it was on top of it's pile bunkers (heaven stage).
Calappa Games  [developer] Feb 16, 2024 @ 12:39am 
Originally posted by endcrab:
BUGS -
Left control stick only moves right on the menus, even if pressed left - d-pad works fine.
If you are using HORIPAD, there was a mistake in setting the left stick, so we have fixed it. Please execute RestoreDefault from Key Config. We apologize for the inconvenience.
We will consider other things as well.
Last edited by Calappa Games; Feb 16, 2024 @ 12:40am
IIIIIIIIIIIIIIIII Feb 17, 2024 @ 11:29am 
I'm no game developer, so take this with a grain of salt.

But i think a couple more shrimp/lobsters would give me the ultimate crustacean experience.
IIIIIIIIIIIIIIIII Feb 17, 2024 @ 11:33am 
Also, maybe like a squadron of red cherry shrimp that are like the sand bubblers, but can fly.
Gaembesh Feb 18, 2024 @ 10:19am 
I've played a fair bit of the game now. Finished Career mode 4 times, played all the challenges with a friend, and did a little PvP with a friend. My overall experience of the game has been positive. There are a few things I could suggest though.

Partner crabs in Career mode need a change. My best suggestion is having you select from multiple pre-made crabs with their own set of skills (Especially the AI controlled movement skills) and weapons. As they are now, they have a bad habit of standing off to the side and not doing anything. It's not unusual for my main crab to be fighting a boss one on one, then get knocked out, and have the AI crab with 0% damage finally start the fight (Though I usually start controlling it). I noticed that your partner crab uses the skills of the main crab, which means that technically they can be given commands if you have autonomous movement skills on your main crab, but if that was the intention I think it's a bad idea. I was trying to raise a crab good at ranged fighting, so gave it the skill that makes it retreat when I'm not in control - That meant that my partner crab did the same thing. Even though they used melee weapons, they kept away from the enemy. It just doesn't work. That's why I think having a choice of pre-made crab loadouts for your partner would be a good idea.

The Raijin fight is just agony. I've only been able to beat it by cheesing it. I couldn't even go toe to toe with it using a level 124 Tasmanian Giant. The only success I had was after my main crab died, by using my rider to chain Raijin down and slowly whack 1% off it at a time while it unsuccessfully tried to hunt down my AI partner. Perhaps there's some trick to it I'm not understanding, but as it stands it might be a bit too strong. Also, despite beating it twice, I haven't had it complete the Defeat Raijin in career mode mission yet. That might be bugged.

The very first time I did training with a crab in career mode, I saw I could put less than 5 points into a stat, so I assumed I could distribute the points over multiple stats. I put 3 points into something, then the training completed. I lost those two points for no reason. I don't know what the intention is, perhaps it's a bug, but if you don't actually have the option to put points in multiple stats I'd suggest either not letting you reduce the value, or at least having a clear message stating you can't put training points into multiple stats at once.

Challenge modes are fun. I'd love to see more of them.
葦名弦一郎 Feb 18, 2024 @ 1:55pm 
Buttons for knights
This is an opinion about while the human knight (rider) is dismounting from the crab. The same buttons are currently assigned to mounting crabs and picking up weapons. I think that these buttons should be separated to avoid the player from making moves that are not intended.
Also, if possible, the button that transitions to the state of using objects like Cannon might be better separated as well. It's for the same reason.
葦名弦一郎 Feb 18, 2024 @ 2:16pm 
Knight's work
The fact that knights can now move independently is one of the major changes from 1. It's an ambitious attempt. However, as it stands, I don't feel that this change means much in terms of actual gameplay.
I know that the main actors in Fight Crab are the crabs, not the humans. Therefore, I would not like the value of humans to be overly high. Even so, I feel that the benefits of acting away from the crabs are currently very minimal.
I will share one idea I have on this. It is a change that would make knights more accessible to weapons than crabs. In other words, make it easier to pick up weapons.
The crabs need to grip it in the right position to handle the weapon as a weapon. For larger weapons, the area where they can be picked up is relatively small.
On the other hand, the humans simply drag it along. It probably doesn't matter where on the weapon the chain is attached. I think there will be a small advantage to using humans if they can pick up a weapon even if they only slightly touch the tip of the weapon.
葦名弦一郎 Feb 18, 2024 @ 2:18pm 
Information in career mode
In this Mode, there is no information about the various icons and choices. Many players might want to know what the differences are between exhibition and ranked battles, and what the icons and colors of the rewards mean. I would like to have more information about them.
葦名弦一郎 Feb 18, 2024 @ 2:22pm 
Stealing from poltergeists
I'll report this here because I could not determine if this is a bug or as the author intended.
As a premise, the opponent crabs are able to grab my crabs' poltergeist state weapons. I guess this is as intended. My question is about the fact that an allied crab is able to steal my crab's weapons.
When an allied crab is not grabbing anything, if I approach it, it will steal my poltergeists at a high rate. In some situations, this effect is so dangerous that my crab needs to flee not only from its enemies but also from its allies. I feel that stealing by allied crabs is better disallowed.
葦名弦一郎 Feb 18, 2024 @ 2:25pm 
Notation of the names of the crabs
I guess this is a problem only in English probably. Each crab's name is followed by an alpha or beta letter, depending on the model. For example, "キンセンガニα" etc.
These Greek letters should not be a problem in Japanese or Chinese, since the appearance of the letters is very different. But in English, when the crabs' names are followed by Greek letters, they look like "Moon Crabα". It looks a bit strange because alpha is similar to the English a.
I don't think there is a need to implement it differently for English only, so how about adding a space between the names and the Greek letter in all languages?
Last edited by 葦名弦一郎; Feb 19, 2024 @ 1:56am
< >
Showing 1-15 of 54 comments
Per page: 1530 50