Kinda late to this party, but here's my opinions about the animation.
The animation is fluid, characters have careful sense of posture in fights, as their feet actually animated to the moves. The artstyle is kind of a mixed bag to me, but I really like the style overall (The pelted gladiators and guards are really awesome!). I especially like the concept of Madness Combat characters being gladiators.
Though, A few things that put me a little of is some of the action. It feels a little too controlled, as in the kills and deaths feel a little the same (Block, block, parry, thrust.)... Like there's something restricting the characters from killing each other with more flexiblility. The audio and sound design is quite strange, you got pretty much the same sound when the weapons clash each other and the music is strangely mellow compared to what's really going on (I was expecting the music to get slightly upbeat with killing).
Overall, I really like the animation. A few things like the sound design could get sorted out, but at most, Keep it up!
This some really good stuff, and there's no doubt a lot of work put into this. Though, I'll post my opinion on each animator.
Kewell; Your stuff is no doubt, the best here. The animations look smooth and especially the part on the rooftop. Though, it's odd the fact that the assassin is a little too detailed compared to the rest.
Chaos; the animation is pretty good here too. The background could've been better though. And lastly, lever-action rifles in that time setting isn't fair (lol).
Wop, Animation wise, it's pretty good. Design wise, minimalistic sure, but too minimal.
MCCrazy's animation seems to be my favorite here. Kinda sad there's not that much of it.
Sunhang animation is quite simple, I like it. I like the concept of a Smith agent as an assassin. Again, with MCCrazy, there's not that much I can talk on.
Overall, This is a pretty good compilation of animations. All animations look really smooth though some slow-down (leading to a slow and awkward kill) is there.
This deserves 4.5 stars, Keep it up guys!
This is a really nice comment,thanks a lot :D
Good thing I know MLP, or not, I would've reheard
"I'm really getting into this federal coughing thing"
alternate ending blue-ray only
The game's name, Stick Fighter RPG kinda thought this was supposed to be an open-world type game but I digress. I like this game.
The game gives me Dark Souls PVP flashbacks. It was bittersweet, because I love one-on-one fights but at the same time hated having made a small mistake. The dashing system gives more of a Bloodborne feel as DS does rolls. The variety of helmets and weapons really make it feel more rewarding. The music in some cases, really good. The ambiance of the game does makes me feel like a wanderer, which is good.
However, there are some things that could be improved. First off, the menus. It feels all over the place and I accidentally figured out how to upgrade weapons and such, try simplifying the menus or tell what buttons to press when to upgrade materials (I want to color my sword and it wants LVL 2, after upgrading it to LVL 2, it wants LVL 3 now.). Next, is the controls. Wouldn't it be easier to just make it WASD and the arrow keys to attack (I was so surprised to see Z as something the enter key would do.). Lastly, is the difficulty. I know I mentioned Dark Souls (The Land o' Salt when it comes to PVP) but this is annoyingly hard as you(r character) can't seem to keep up with the pace of the fight (Hitboxes are one thing, but dashing through an attack and getting hit while so is frustrating.).
TL;DR, You like Dark Souls PVP and want it to be in 2D? Then play this game.
Thank you for this feedback. It's good to read stuff this thought out.
I played the first one a while back. I was stoked to play this one :P
But the problem with the first one, was that the reaction time on the QTEs are too quick to react to.
This seems pretty much the same, if not harder. I said "fuck it" after I got through the keycard door. Now, I can say my reaction time is somewhat fast as someone who flicks in FPSes. The usual reaction to my fail is always "I CLICKED THAT SHIT." It's no longer about reaction time, It's about remembering where to click (and spam that button before it even appears).
You should put in some sort of difficulty level, where at Easy Mode, the time to click would be sufficient enough. Normal mode would be this, and
Lastly, at Hard Mode (or so), mis-clicks mean insta-death. Which could be pretty neat.
Just like the first one, the game is pretty much "Trial and Error" the whole way. I adore the concept and potential, but this is a little too hard especially for the casual player.
Does something happen when I beat this game two-times? Please someone be truthful.
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