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I would not mess with the mecha fight at this moment.
It somehow fits in the genre it is designed.
It may be boring that pressing offensive button, the problem is that it takes so long.
Especially on the 6th ranger path the Final boss, when you can´t achieve a KO.
Have to really think how to use those combo points (and had 110% to hit on first strike)
Look if you can update the pixel graphics to smooth graphics. I think this product would attract more people.
Now fun fight in the Mecha was that double Kajue fight.
When you couldn´t repair up, but problem is the mecha fight itself.
You can´t fight two monsters at the same time, there isn´t so much tactics involved.
And the upgrades are limited, so you always select the best upgrades end with 1 finishing move.
There isn´t variety in min maxing upgrades to have more skills.
more skills means more combination or tactical options in Mecha fight.
Now it is too easy to find just one fixed combination that works.
And then smash the buttons.
the thing is, there should be suprises.
Buildings you need to protect the monster from smashing.
Infact the mecha fight would be even more fun turnbased and introducing guest Mecha.
To help you fight overwhelming ods of monsters.
But that is sadly out of the picture and out of current design.
I think truth is, if the product does wel, best would be to go design a chroma squad plus.
And keep the gameplay intact, take the feedback like inventory crafting and shop management.
Make a gameplay + mode.
So maybe I can sum it up shortly.
Mecha fight is boring and poor, but tweaking it might be too high risk.
For the first fight it is definetly cool design. but it gets boring really quick.
So I would definetly keep it in for simple episode.
But if you going to really rework it, best would be turnbased with that defense action option. and combo hit system in turn based grid.
So it feels like you are moving around a city. monsters can smash the city.
The problem with the current Mecha fight is that while there are a number of options, these are almost purely when customizing the Mecha. During the Strategy portion of the game, your customization options drastically affect your play style just as with the Mecha fights. However, unlike the Mecha fights, there's variety not just because of the different enemies or different maps. If literally nothing else makes a fight different, there's always the director's instructions. As they're quite rarely the same, it gives you something to do while you do your regular thing. Furthermore, the regular fights also have sections based on raw survival and less about finishing them all off.
In theory, if you could somehow convert the Mecha fights to an isometric strategy sections with Director's Instructions telling you to... I dunno, stop buildings from being destroyed, intentionally having a building based on the current marketing firm intentionally get destroyed by you pushing the monster into it, etc. would be interesting, if a bit difficult to implement. I would recommend against that at the moment though. Doing such a thing would be a lot more interesting if you have separate Mechas that all combined into once you have enough audience or something. However, either that should be saved for a sequel or there is going to need to be a LOT changed, which... I don't know that I could recommend that right now.
To go into more detail about what I mean for Customization over the actual gameplay being where the depth lies, considered the major setups. The major key stats for the Mecha are: Defense, Attack, Accuracy and Combo. Getting a high combo is aided by high Accuracy in the long-term, and is fueled by Flurry Strike and Precision Strike in the short term. Using such a setup means you'll likely pair it with a Final Strike. A high Accuracy setup will likely use The Pointer to weaken foot-combat to power up the Mecha. An offensive setup that doesn't use a combo finishers will probably include the Titan Arm, either the Drill arm or Precise Puncher depending on your preference, and either The Hunter or The Dragon. A Healing setup relies on a good combo. A defensive setup is best with The Titan, the Punch Arm and either Shield Shell or the Colored Box of Justice. While you can combine the different setups, in the end, that's about it. In actual combat, you will likely have a routine of what you do that you will always do unless random missing gets in your way.
There was a thread where we were spouting ideas for the Mecha fight. One of the ideas I was giving was more variety of ways to use one button to power up your attacks. Combat in a Mario RPG is... quite frankly, not all that complicated. It's often quite the routine. However, something that helps to distract from that is the timed hits. Defense already uses this. I'm not saying this should be used for everything, but perhaps... for those who get annoyed at accuracy, you could add it for the default attack? Perhaps, as a possibility, ff you get a Perfect, you have a bonus 20% chance to hit. If you get Awesome, you get a +10% chance to hit. If you get Great, you hit as normal. If you miss, you get a -10% hit chance. Alternatively, you get no bonus if you don't get Great, which means for those that want speed, you can just click out. Great gives +5% and Awesome/Perfect work as I already listed.
For the Final Strikes, I think it would be interesting to try some different things with them. They already have a minimum/maximum damage value. Outright failure would cause minimal damage while perfect success does maximum. This allows you to just skip through it if you're already going to finish the opponent off anyways, and if you wouldn't, allow you to try and hit harder.
With Sword Strike, it would be lovely to have some sort of reaction or precision minigame. For example: On a controller, it would work something like Vivian does in Paper Mario: The Thousand Year Door, where after a brief timer finishes, you must push a button. Pushing anything would be about median damage while pushing the right button does maximum damage. Pushing a button early can also be done to deal minimal damage, as you will also do if you fail to push anything. However, for the mouse, instead of a button prompt, part of the Kaiju would light up, or something would show up that you click on for maximum damage. Again, any action is better than no action as long as you don't react too quickly.
I'm not sure what to suggest for the Chroma Beam and Bazooka. For either one you could have a small button-mashing minigame where pushing the button more ramps up the damage. You could also just have it be that you hold the button to charge in either case. You could also make a series of inputs, whether clicking on the right part or pushing the right button.
I'm not really sure how well you could do that for Flurry Strike or Precision Strike, however. Give the nature of the combo multiplier, allowing you to hit more would make Flurry Strike WAY more valuable than it ought to be. Increasing damage wouldn't make it that great though. Perhaps if you click right when you hit the enemy you lose only 5% accuracy instead of 10% accuracy. For Precision Strike, however, you would be able to negate the 10% accuracy loss entirely. As an alternate option to either one, correct timing increases the Combo Multiplier. Flurry Strike might only increase it by 10% or 20% depending on how well if you time it and if you time it, while Precision strike might increase it by 30% or 50%-60% depending on how well you time it and if you time it.
I think the other problem is that the Kaiju fights just aren't all that varied in terms of the enemies. They generally hit 3 times and if they're not doing that they're hitting once for a lot more damage. Sure, the special attack might inflict a debuff or they'll heal from it, but that's about it. Sometimes missing will cause you to take damage. You know what? This paragraph just listed either everything to the Kaiju or about 90% of everything that isn't a change to stats. I know the main enemies tend to be basic and sometimes the bosses are just a regular enemy with more health, but they have rage, or specific types of healing, and even charged attacks you can interrupt. Sure, knocking a Kaiju back will stop anything, but that suggests you can reliably pull that off without the Drill Arm. In regular combat, it's a lot more likely.
Something you could add is targeting parts of the monster. Not sure that they'll all have the same parts, being I'm pretty certain they all have something to attack with, some sort of head and a body. Attacking different parts could maybe give you an edge? Attacking the head enough could disable those forsaken Special Attacks. Attacking the arms/whatever would reduce damage a little bit. Attacking the body would just make it hit the hardest. Not my best ideas for each part, but you can probably understand what I mean.
To summarize my main points:
1. The Mecha's options are almost entirely in customization. Even if you have several skills, you likely have a routine or set or parameters for when you intend to use them. As such, even with a decent amount of variety on the customization side of things, there's only so much when you're actually playing the game.
2. While the Action Commands for Defending is a nice touch, it feels like it's one step forward and stopping right there when you could've added that to at least the Final Strikes OR the Regular Attack if not both. Heck, you could only use one Action command for the Final Strikes if you really felt so inclined.
3. The Kaiju are really boring. Apart from stat changes, most of them feel rather same-y witht he only real difference being whether or not they inflict a debuff from their special or hit you when you miss.
4. Maybe make it so that you can target different parts of the Kaiju to disable their abilities and/or deal more damage. It would give you a bit more interaction with the opponent than just Attack/Defend like we currently have. Regular boss fights at least have daze going for them if nothing else.
1- The mecha fight song (with all respect) is pretty bad. I know it may be asking for too much but at least make it a bit more varied.
2- All you do is click and click. Sure there are unique weapons but they don't make it more varied. In the end you either punch and defend or punch and heal or punch + finisher.
3- There is barely any skill involved. Atacking relies on RNG accuracy and defending relies on two or three QTEs in a row.
Mecha fights start really cool, then you get to season 3 and realize it doesn't get any better.
What is the best thing?
Well, the good thing is that it's a good way to forget a bit of the main gameplay. Also, megazords.
What i would like to see? Well...
1- Since you can only click, give us different ways to do it! Like, when using skills:
Flurry Strike:click the much as you can before the time ends, more clicks = more hits
Precision Strike: click a fast moving target, if you hit the center you get a critical hit
Repair: click a certain amount of buttons in the right order before the time ends
Bazooka: Hold the button and release at the right time to get a bit more damage
and so on
2- Make it a bit more strategic, or give us something more to look at. I would like if all of the mecha parts had THEIR OWN HP and if one of them breaks you can't use that parts passive/finisher. So each boss has a preference to aim at a different parts, that would give the bosses more variety since they try to cripple you first.
3- More gimmicks to make battles unique! Maybe different stages that affect the battle? A forest stage that regenerates a bit the plant bosses? A big city stage that gives hi tech bosses a small damage negating barrier? Also more attacks, to bosses, something that has secondary effects and requires a different way to defend.
4- Mecha fusions please! I know it won't happen but i would love to see the guest characters helping in battle by giving a small addition like a shoulder cannon, wings whatever.
Throwing a press your luck Zombie Dice kind of game into what's supposed to be a strategy game is very jarring. Right now the mecha fights function as a mecha gear check since the fights rely entirely on stats. I don't have the data but I have a sneaking suspicion that there's a mecha hurdle in chapter 2 and midway into 3. Deeper into 3 I was able to get my upgrades to an appropriate tier and didn't have too much trouble for the rest of the game but early cardboard/wood starvation hurts.
I don't know how the difficulties lower than challenging are but it definitely feels like you guys are under the assumption that the player will have more than one mecha part up to the current tier.
What is the best thing about Mecha fights right now?
It's mindless robot on monster bashing to unwind with after a hard strategy session
What would you like to see the most on the Mecha fights?
I'll go from reasonable to radical.
1) Holding enter speeds up the animations a lot
2) Auto-resolve option with a mild penalty so people that hate mech fights don't have to play them.
3) Axe crafting mecha gear completely and just give the player access to higher tiers of every piece of mecha gear like actors get access to abilities. This will ensure the player always has appropriate gear for the gear check, makes mecha fights easier to tune since you'll have a clear idea as to how powerful the player will be and stops the player from getting mech drops when they want squad drops and vice versa.
Edit: 4) Axe mecha fights entirely they really suck
All crafting mats are dual purpose. crafting is really well done here.
So even if you get what you think is mecha only drop. in the end you will combine them to higher tier drops. to use it for items.
I really liked the crafting here, once you figure out that you can combine lower tier drops into higher tier ones.
Unlike fights on the ground where enemy position, enemy types, guest characters, and directors instructions can shake things up and keep the experience fresh, mecha fights are always the same.
Very little about mecha fights change from boss to boss, besides some slightly different values on the boss. I don't really know how to remedy this.
2) Best thing about mecha fights
Robot customization, having the different parts of the robot reflect my squad colours, the music, naming my robot the Super Senpai, etc.
3) What I would like to see
It'd be nice to have mecha fight segments where our squad member's individual parts fight separately, before combining to form our robot. Maybe fully implement isometric SRPG mechanics into mecha fights, like some people already suggested.
I have no idea how feasible this even is, since it'll require creating sprites for the individual parts, creating a city map to fight on, altering our robot's appearance based on the new perspective, etc. But if you're somehow able to lay in the foundation for this, I think it'll be easier to expand it in the future to include even guest character robots or vehicles.
The worst thing I've possibly found in Mecha Battles would be they need more realism. I've kept wondering why buildings don't get crushed!
I really loved all of the badass a Mecha Fight can bring, though. I'm that kinda guy that screams alongside his squad like a little child, and I freaking love it. Finishing a Kaiju with a Sword Strike is the most awesome thing I've done in a while, and I love it!
Making the fight a lot more "Badass" by like, having to protect buildings, protect peoples, or you could even pick up like a Boat and use it as a weapon to increase by, like, 1.5x your damages with regular attack! Director's instructions would rock, too. Being wounded would be awesome, making defensive skills aimed at one part of your body or healing skills heal, like, your left arm! If your arm is wounded, for exemple, the bonuses on it are unusable, and if it's destroyed, you can't use the skill on it. You lose if either your chest or your head is completely destroyed! Screw those health bars, that would defenitively make up for a great fight full of decapitations and cool looking things. Maybe change that for the enemy Kaiju too!
I didn't write much, the others covered a lot, but I hope you take in consideration the "Parts being Wounded" one, because that'd be simply glorious. Cheers!
Are you saying that's NOT currently in the game? Because it is. Heck, you can push space bar to stop the Defend bar instead of clicking on the screen. Yeah... I'm not a fan of the game not ever mentioning it has hot keys, but it does have hot keys.
Something I thought of a while back was this odd idea of expanding upon The Pointer. I'm not asking for more weapons, but more gear that affects the Mecha in general. What about a pair of legs that heals you for 1000 x Combo Multiplier if you Guard? Maybe it boosts the power of your Healing Skills/Abilities by 100 or 200 for each set you're wearing. This would count for both Passive and Activated healing. Maybe it instead heals for 1000 at the end of your turn regardless of what ends it. Maybe you just get 5% or 10% more Mecha Health for each copy being worn.
Perhaps there's a set of Tinkerer's Gloves that gives similar benefits as the Boots. Maybe it instead gives the Mecha +5% or +10% extra attack per set of Gloves. Maybe for each one you have you start with 10% added to the Combo Multiplier; akin to having the Punch Arm equipped.
Perhaps, for the Helmet, you could do the Punch Arm/Combo Multiplier idea. Perhaps it is a pair of goggles that give a minor boost to accuracy, like 2%. Maybe they give you 10% bonus damage when the Kaiju is charging for a special attack; similar to having the Drill Arm equipped. Perhaps having one equipped would increase your starting Combo. This would boost primarily the Healing abilities, as it would not affect the Combo Multiplier.
For the Chest Armor, added defense is easy. You could give it an ability similar to The Titan where using defensive abilities would make them more effective. If you wanted to add a new feature, you could make it so that it negates like, 5% of the Kaiju's Special attacks, causing them to hit for less than they normally do. Perhaps they boost your Defense and Super Shield ability by a flat rate that then gets modified by The Titan and the Combo Multiplier.
As with The Pointer, the benefits given from these types of gear would definitely be outclassed for on-foot combat. They wouldn't be garbage, but you'd be giving up something else to use them.
When it's the same old "click when cursor reaches white portion" over and over and over again for EVERY SINGLE ENEMY ATTACK, it becomes boring and repetitive.
One suggestion that I have is to have the player perform different actions.
I don't exactly love QTE (quick time events) but the mecha fights could benefit from some of those.
Now for a fun and ambitious suggestion that pretty much overhauls the way current battles work:
Vary the flow of each battle. Instead of every battle just being a fight to see whose HP goes to zero first, there could be events in each fight such as the kaiju deciding to stomp on innocent civilians or something. As the players, our objective then changes to preventing the kaiju from hurting the innocent civilians. Once the objective or event is over, more objectives could appear or the full on brawl could resume. Some objectives could even involve the player doing damage to the kaiju, further increasing the importance of being able to complete them. Along with my above suggestion, each mecha fight could become really unique and memorable.
Imagine a fight where our mecha is surrounded by 2 kaijus. We then have an option of choosing who to attack for each round.
Late in the game, another match with 2 kaijus could be joined by the sixth member/guests with their own form of mecha to help us out.
There are some really exciting things you could do with the mecha fights if you decide to move away from it being a simple probability clickfest.
You might even want to throw in director instructions for the mecha fights so that players would get rewarded on how well they have completed the objectives.
We are currently working on making the Mecha fights MORE involved and strategic, but something one of you said has got me thinking...
...maybe their role is not to be deeper, but just to be more explosive/fun? After all they are the cherry on top of the cake after an episode is completed.
What do you personally feel like you'd enjoy the most? Deeper/more varied gameplay or flashier/shorter/funnier fights with more fun toys?
On another note, I found that there appears to be (for me) a difficulty spike with Punkpin. Every Mecha fight before him, I rarely go below half health. Punkpin usually causes me to use Audience Power. Either I just don't upgrade my Mecha enough before that point and it reminds me to do it, or maybe it's intentional, given the plot of the game at this point.
Personally, I would opt to change how the combo system works. Currently, it's purely random, which can screw you over sometimes, especially if you're going for the 'No Audience Power on Final Boss' route. Not being a game designer, the only thing I can think of would be a QTE system like defending, with the chance to hit being translated into a larger 'hit' area for you to click in. For every successful hit, the area gets smaller and/or the arrow moves faster, making it harder to land a hit.
I don't mind a bit of randomness, such as a variation in damage dealt, but making the chance to hit purely random means your strategy really boils down to being a gamble.
This next part, I am unsure of mechanics, so I may be wrong here.
As far as I am aware, your performance on Mecha fights has no influence on Audience or Fans, they are just sort of there. Perhaps the ability to gain more Audience or Fans during Mecha battles would be good. Perhaps a gain whenever you combo over a certain number, or your combo damage is over a certain amount, or when you Awesome/Perfect defend.
On that note, if the above is correct about no Audience gain, I find it funny that you cut Blackout from the game, citing that you always get 100% Audience that mission, but didn't seem to mention the double Mecha episode, which has the exact same outcome. A worse outcome actually, as you get 0 item drops that mission, due to their being no enemies to defeat.
I also fail to see the point of abilities listed as FINAL STRIKE. You can easily defeat a boss with a standard hit, which I did once by accident (used Chest Beam and it left the boss with less than 100 health, so had to punch it to finish). Other than theme-ing, I don't see the difference between a Final Strike and a regular attack, other than the damage dealt and cooldown period. Perhaps link it in to Audience/Fan gain/loss for not using a Final Strike, or make it so the boss has to go down with a Final Strike, otherwise they remain at 1 HP.
As for the Mecha abilities, I personally think we could do with some more that don't end the round. As far as I can tell, only Precision Strike and Flurry Punch (forgot the name as I don't use it much) can be used mid-combo. Maybe change it up so every part gives an ability, an give the Heads abilities?
Personally, I find Chest Beam a bit lackluster. Yes it is the hardest hitting ability, but the cost is pretty damn high. +2 round cooldown on every ability? Yikes! I use Sword and Bazooka a couple of times during a fight, but I don't touch Chest Beam until the final blow. Personally, I would consider ditching the 'put everything on cooldown' idea, or reduce it to 1 round, and/or buff the damage. Or perhaps some other kind of effect, such as you take more damage/deal less damage for a few turns.
Or on a wider note, how about the ability to assign any of the three Final Strikes as your Finisher, and have the others as strong attacks (assuming you're taking more than one)? The Finisher would have similar restrictions to Chest Beam has, making it something you want to save until the Final Blow, but allowing otherwise mostly free use of the other attacks.
Also, for some variety, you may want to consider adding some kind of buff/ability for special team members. Perhaps the giant bosses on Guest Star missions, the Guest could join you in the Mecha and provide an ability that could counter something special from the boss. Example, the boss takes much reduced damage, but you can use the Guest Star ability to counter that. Also, for the '6th member' routes, you could gain a different ability for whichever member you have. But only if they are in the cockpit (in reference to one Tammy mission). Polish like that personally impresses me.
And as a final note, how about considering the ability to swap out parts mid-battle? To balance that out, I would make it so that it takes your whole turn, and the ability associated with that part must not be on cooldown.
That's my points on mechanics, as for aesthetics...
The cockpit shot appears to be leftover from an earlier game build, as the costumes match those seen in trailers. As far as I am aware, that costume is not available in game. Having the cockpit shot match the current squad would be good. Considering you've already done a great deal of sprite work to match every costume/helmet for every class and animation, adding a few static images for the cockpit shot shouldn't be too hard.
On that note, perhaps some animation on the cockpit shot (or if there is some, I have never noticed). Perhaps mostly on not getting an Awesome/Perfect defense (the Mecha recoils, so the squad should be jarred around a bit too) or when performing a strong attack/finisher. Including extra team members in the cockpit would also be a bonus.
If I had to pick one of the points mentioned though as the most important to me, it would be changing the combo multiplier to a skill based system rather than RNG.
I think Mecha Fights needs more variety, and some wounds maybe. I mean, if your Mecha has 2k HP left, wouldn't it have at least an arm off at this point in an anime? It would make it more realistic and somewhat imprevisible/challenging to make Mechas woundable.
I've also always wondered why the City seems to take 0 damage while fights. Like, seriously, there's 2 giant Mechas fighting, and nothing gets destroyed (At least visually, since we get an email saying a dude's house got destroyed). Maybe give a "City health bar" jauge at some point, giving you audience/fans the higher it is at the end of the fight, and maybe even removing a bit of it to take a building in your hands, increasing your damages with regular punches for this turn?
Mecha Fights are completely awesome. I hope they stay simple as they are, but with more features. I found myself making explosion sounds when defeating an enemy, and only using offensive skills because I thought defensive skills ruined the fun. Also dropped Chroma Beam because Sword Strike was so much badass.
As for the question.. "flashier/shorter/funnier fights with more fun toys" would be great, if you remove the "Shorter" part, and add "Explosive" to it.
Having watched a bit of Sentai and PR, I can confirm the Mecha fights tend to be pretty quick. They usually end the episode after maybe a few minutes. In fact, from what I recall, during the later episodes they just go into the Mecha to do the finishing move to kill the enemy. That's it.
Actually no. First of all, Tokusatsu, the genre this is based on, is not animated. If the costumes were actually cardboard it wouldn't surprise me. Sparks flying around but for the most part, they don't actually take visible damage all that often.
This is a role-playing game. Some people like to actually Role-play. First of all, Steam Achievement, second of all, Role-playing. Third: It wouldn't surprise me if more abilities that didn't end the turn were going to be a thing that just never happened.
A random idea I had is: What if the Heads had activated abilities? The Dragon could have the ability to make you deal increased damage for the turn, wouldn't end it, etc. However, it takes a while to cooldown, so timing is vital. The Hunter could have some ability to raise the Combo/Combo Multiplier by a little bit this turn, without costing Accuracy. No damage, just added Combo/Combo Multiplier. The Titan could give you bonus defense whether you actually defend or not, or even if you miss. This would be boosted by the power of the Helmet itself. Not sure what The Turtle would do outside of maybe being able to heal in the middle of the combo.
Didn't know much about the origins of Chroma Squad. But I still think breaking arms and heads would be completely awesome!