Protobox

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AndreyMust19
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Protobox

Post by AndreyMust19 » Fri Nov 16, 2018 7:21 pm

Boxing fighting arcade.
P1 vs CPU, P1 vs P2

Image

Image

gamejolt page

Source:
Protobox_v0.3_love_0.10.1.love
v0.10.1
(4.73 MiB) Downloaded 64 times
Last edited by AndreyMust19 on Sun Nov 18, 2018 4:13 pm, edited 1 time in total.

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D0NM
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Re: Protobox

Post by D0NM » Fri Nov 16, 2018 7:28 pm

It looks very cool!

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ivan
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Re: Protobox

Post by ivan » Sat Nov 17, 2018 12:19 pm

It's pretty good. I see a lot of potential here.
First of all, if you include the .love file, you would probably get more replies/feedback.
I love the direction of the game, but didn't like the gameplay.
The boxers move slow compared the .gif image you have posted above.
You need more juicy effects, so that it's more clear and satisfying when you land a punch.
Dodging/blocking is not very useful as it is right now.
I mean, sure it's playable but there needs to be a better sense of progression.
Also, you don't need non-interactive tutorials and stuff like "press F1 for help" and "press H for the controls".
Instead, try to show/teach the players how to use these moves in-game.
Good luck!

AndreyMust19
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Re: Protobox

Post by AndreyMust19 » Sun Nov 18, 2018 4:09 pm

ivan
Instead, try to show/teach the players how to use these moves in-game.
In main menu have item 'tutorial'. And player can repeat tutorial by button T in-time fight.

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ivan
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Re: Protobox

Post by ivan » Mon Nov 19, 2018 1:14 pm

I understand, my point is that "press F1 for a tutorial" just isn't done in modern games anymore. :)
If you want to have a tutorial, it should be interactive too.
A better/more subtle approach is to just use the gameplay to teach the player.
Like in Megaman or Zelda where if you pickup a new weapon
you are immediately required to use that new weapon in order to advance.
You have a cool game here, but it need a better sense of progression.
Good luck!

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