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unfortunately i don't really have time to look into this at the moment so i can't promise a fix if this does turn out to be a general issue
I have some choice opinions about it, but I think it's mostly cause I don't fully understand her.
Anyone have context to why she might feel underwhelming?
but it's fun to play as her
Last, but certainly not least, is her time stop ability. The red bubble that forms around it kind of reminds me of Rannos’ from Rivals, Reisen’s from Rivals or anyone else who starts with an R. I find the best way to rack up damage with it is by using Sakuya’s DTilt. Combine that with a charged attack after it expires and that should be a KO already. At least, that’s my personal strategy. With a character with this many complex mechanics, it’s hard to cover everything in one comment… err… two comments now as of writing lol. I’ll hold myself back from talking about more stuff here before it ends up a third.. oops.
Speaking of which, while I love how all her charged attacks incorporate different aspects of her Luna Nights tools, her chainsaw is my favourite. Even though you can’t spam it to deal insane amounts of damage like in the original game, it feels very satisfying to land. Probably because of how you can not only use it at close range, but how it also sucks up the enemy, drags them upwards and then explodes. It’s like Simon’s axe, but with way more coverage and intensity. And yes, I understand the irony comparing her to the Belmonts lol
Well first off, her playstyle reminds me of Mega Man from Smash. There’s both their Neutral A’s which are projectiles that don’t deal a lot of knockback. And there’s also their use of charged attacks and specials to get KOs. I imagine Sakuya would do really well in doubles when paired with another character who can deal lots of damage due to her strong knockback at low percents. Another Smash reference, I guess, is how you mention how her UStrong charge has a hitbox similar to Corrin’s FSmash in the code. Another Smash reference is how she’s actually the lead creator of the game, Masahiro S- (knifed)
As a fan of both Luna Nights and Rivals , Sakuya’s unique gameplay style really does both series justice. While her mechanics are complex, it feels very rewarding figuring them out and learning how to use them effectively. (Though, Sakuya might have used her time stop ability on me, since by the time I noticed this mod was posted, it’s been almost a month lol).
My lateness aside, you’ve really went into detail in the description about how each of her moves work, which I really appreciate. (I’m also very grateful that you add infinite MP in training mode). Though, I guess there’s still some things I can talk about too.
@goldbedguy her colors.gml is the one from Sandbert still lmao it's just a complete coincidence that it does anything at all
color support was pretty low on my list of priorities but since i've taken care of a lot of other stuff, i can probably look into it soon
(for not even haven't played that game yet xD).
I must say that you made a great job for being a first release.
Still a kinda challenge try to beat any opponent with her (I guess it requires kinda strategy).
Keep it up and looking forward.
hopefully it’s that and not the fact that i’m drawing a few dozen extra sprites to do the trails but maybe sprite draw calls are more expensive than i thought...
maybe i’ll just disable the trails entirely? they’re not really necessary, i just thought they were fun
Parry and roll as a way to work in the graze mechanic is a fun idea, too. I’ll experiment with that and see how it feels. I had some other ideas for ways to get MP back aside from Nitori but didn’t end up pursuing any of them because I wanted Nitori to be the primary way you restored MP but maybe a little extra here and there wouldn’t tip to scales too far. No promises that I’ll upload any changes, but I’ll look into it.