concept: fighting game where all the animations and stuff are slow, rather than really fast and hard to react to

i feel like it'd completely change how one plays the game

@Felthry the idea isn't usually to react to things. stuff is intentionally made unsafe and yet unreactable, to reward someone who guesses right

that said

you might like yomi

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@monorail oh i just like the idea of a fighting game centered around reacting to things rather than predicting things

@Felthry hm. i don't know how well it would work in practice, it feels like no one would ever do anything unsafe because if everything is reactable, i can see a jab coming, block and punish

but there might be ways to make it work

@monorail@glaceon.social @Felthry@awoo.space i'm not sure if you could ever "force" people to react instead of predict, since the prediction strategy of fighting is also technically about reactions, but preemptively. in both cases the ultimate question is "if they do A, I should do B"

@monorail@glaceon.social @Felthry@awoo.space you could reduce the entire game speed down to turn-based and competitive play is still centered around "what will my opponent do? what response should I have prepared?"

@senbonzakura @Felthry there's certainly strategy involved but also you have to hope you draw the right options, but also you can manage your hand carefully to increase your odds of always having good options, but also if you're not careful your opponent will be able to figure out when you're using one option too much to preserve the others and take advantage of that so it's best to just temporarily ignore card management...

it's fun

@senbonzakura note that matchmaking is like, extremely dead

in general people only get to play as part of a tournament or by going on discord and saying "hey anyone want to play yomi?"

but there is a new, very similar game in development that sirlin games patrons have access to that is extremely good

@senbonzakura @Felthry that is true, i assumed it meant reactions in the sense of "reaction time" though

in a slow enough game, the question is never "if they do A" because you can see that they are doing A

@monorail@glaceon.social @Felthry@awoo.space yeah, but then it turns into "if they are doing A now, should I respond with X to set up for them most likely doing B next, or should I respond with Y to set up for them most likely doing C next", to water it down

i think it would wind up becoming a much more cerebral game

@senbonzakura @monorail yeah that's what I meant, like the turn-based analogy would be seeing that an enemy is charging up their ultimate attack, so you could then counter by casting the Ultimate Attack Stopper spell or whatever, but that would also take time to charge up and i dunno exactly how this'd all work out

@senbonzakura @monorail (this initially was posted in reply to the wrong post, oops)

@Felthry @senbonzakura the issue i can think of with this is that it's hard to incentivize someone to use their Ultimate Attack if they know that their opponent has and will use the Ultimate Attack Stopper

@Felthry @senbonzakura super meter, basically just a bar that fills up over time or whenever you land attack or something and you have to spend it on certain moves

@Felthry @senbonzakura likely a very similar mechanic but i haven't played anything with a limit break

@Felthry@awoo.space @monorail@glaceon.social hey i've played a lot of RPGs and the only ones I've ever played that have limit breaks were Final Fantasy

@senbonzakura @monorail the Tales series, Paper Mario, and Octopath Traveller all have something analagous that I can think of

@Felthry @senbonzakura does it?

i know it has the thing with the music but i forget how it works, i thought it was different

@monorail @senbonzakura iwrc you get the option for it only after taking certain amounts of damage or doing certain amounts of damage etc, which is pretty much like a limit break system

@Felthry@awoo.space @monorail@glaceon.social my point is that "have you not played any modern RPGs" is rude and a false extrapolation

@Felthry@awoo.space @monorail@glaceon.social like neither of us went "have you never played a fighting game?" at you when you asked what a meter was, come on

@senbonzakura @Felthry knowing felthry i believe that it was asking a legitimate question, and that if i said "yes i've played ttyd" it would have said "it's like crystal star attacks"

@monorail @senbonzakura yeah it was a legitimate question, though there was some element of surprise at the idea that you hadn't

@Felthry @senbonzakura for the most part no

my jrpg experience comes down to pokemon and bravely default

@Felthry@awoo.space @monorail@glaceon.social usually special attacks in fighting games have an energy cost that's built up over the course of the fight

so the way using your Ultimate Attack or your Ultimate Block drain that meter can be used as a strategy-over-time element, especially when combined with the ability to cancel out of a move

@senbonzakura @Felthry i can see this working if the Ultimate Attack isn't so strong that you have to block it

like you can choose to take the hit because it leaves you with more options

@Felthry @senbonzakura like maybe if you have both an Ultimate Attack and A Different Attack That's Not As Strong But You Have To React Differently, and both looked the same on startup, you know that you're not guaranteed to just have your attack shut down

but then we're back into prediction territory

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