Fighting Game Ideas

@goodFGideas

Good fighting game ideas that definitely have no design flaws whatsoever

Vrijeme pridruživanja: kolovoz 2016.

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  1. Prikvačeni tweet
    14. srp 2018.

    A randomly occuring event similar to the Dan Forden "toasty!" exclamation, but it's Mike Z's head sliding into the screen to explain the perfectly logical yet somehow disappointing reasons behind why what just happened was designed to be that way

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  2. 23. kol 2019.

    Been a while since I posted anything, but I just HAD to share how galaxy brain the mechanics are for playing as Saitama in the One Punch Man fighter. Basically, it's a team size handicap but with an extra win condition.

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  3. proslijedio/la je Tweet
    5. srp 2019.

    an install super that replaces the character’s feet with poorly photoshopped pictures of timbs. the hitboxes on their kicks are now the size of the timbs

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  4. 1. srp 2019.

    If you took nothing but chip damage the whole round then win, the game still says it's a perfect.

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  5. 21. lip 2019.

    If a round ends in a time over and it's not the final round, the next round will have an extra 30 seconds on the clock because, like, nobody wants to see a time over happen AGAIN, ok man?

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  6. proslijedio/la je Tweet
    18. lip 2019.
    Odgovor korisniku/ci

    Alternate idea - each whiff adds to the next successful attack's hitsfun

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  7. 18. lip 2019.

    Hitstun in a combo is additive. The remaining amount of hitstun from the previous hit is added to the hitstun in the next hit.

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  8. 4. lip 2019.

    The groove selection menu determines what controlled substance your character is addicted to.

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  9. 28. svi 2019.

    Im sitting here dumbfounded trying to understand what a counterblock is but. Counterblock. Good idea? Yes absolutely go for it yes fund it

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  10. 27. svi 2019.

    I main Black Label

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  11. 27. svi 2019.

    a game featuring every flavor of mountain dew personified as fighters. reply with your main and/or who would be top tier.

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  12. 21. svi 2019.

    Every time you block something, there is a small random chance you will be guard broken. The odds increase with each consecutive block, resetting only by hitting the opponent. On the flipside, there is also a low chance that blocking something will parry it instead.

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  13. 18. svi 2019.

    When the first hit of a round is landed, it doesn't say "First Attack!" Instead, it says "WOOOORLDSTAAAAR"

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  14. 17. svi 2019.

    reverse beat only exists on whiff

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  15. 17. svi 2019.
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  16. 17. svi 2019.

    Getting hit by a reversal doesn't do any damage to you until the 3rd one of the game because by that time, you really should know better.

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  17. 17. svi 2019.

    A character has panties that change color based on the netplay connection status.

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  18. 11. svi 2019.

    All this and SO much more. It is a monumental effort of do-it-yourself game development and deserves much praise. It is a goddamn mess, but it has heart.

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  19. 11. svi 2019.

    There is a flashing "EX" indicator at the top of the screen that flashes intermittently. If you hit your opponent when the indicator lights up, you get lots of free meter. There is no practical way to intentionally trigger this mechanic. It boils down to luck.

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  20. 11. svi 2019.

    The game has roman cancels. There is damage scaling, so to make roman cancels worth the 1 bar that they cost, it ups the damage of your next hit. Even if you didn't do it in a combo. Just do a raw RC to power up your next hit if you want to! You can even RC during capture states.

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  21. 11. svi 2019.

    The stun gauge is also the guard gauge. Goes up when you block, but also goes up a bit when you get counterhit. After getting dizzied, you take extra damage. This stun gauge does not recover over time. Oh boy.

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