Rivals of Aether

Rivals of Aether

Kitara the Spirit Flame
Esri  [developer] 27 May, 2022 @ 12:25am
Balancing feedback
let me know if the character is balanced or if you have any suggestions
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Showing 1-3 of 3 comments
Artist of Seer 27 May, 2022 @ 1:52am 
Just messing around with the character real quick and I really like what I see thus far. I may as well go a bit more in depth on the points I made on my previous comment on the steam page + some additional minor notes while I'm here:

-Jab's hurtboxes are using a strip that isn't aligned with the jab animation at all. I assume this is due to it getting reanimated at some point and you slipping on making a new hurtbox, which is understandable.

-You could get away with bumping up the hitpause scaling on her kill options a good chunk to help boost their impact on hit (particularly the strongs and bair)

-You could probably bump up the kill power on Fstrong and Ustrong a tad. Right now they're quite weak despite their slow startup, so bumping it up would give her another potentially useful kill option beyond her aerial attacks. They don't need to be too strong mind you, just enough to be potentially more worth going for

-Ustrong could probably stand to have a hitbox on her body at the start that leads into the main hitbox could be a nice thing to add (something akin to what Olympia has on her Ustrong). Right now it's a tad awkward to use due to it lacking such a hitbox.

-Nspecial and Fspecial are a bit lacking on the sound effects department, particularly on hit, which makes them feel limp to hit with. I'd suggest looking into the sound library and pulling sfx from other fire element characters than just the few Zetterburn hit sfx that are immediately there (particularly from Elli's missiles or Mollo's bombs)

-On the same note, it'd be cool if the Fspecial played a bit of sfx as you were sending it out (sfx_absa_cloud_send would probably work nicely here)

-The animation on this character is generally quite nice, though it is definitely noticeable that these attacks are using a lot of animation frames. This isn't necessarily a problem per say (It doesn't actively harm the animation, though there will be people who complain about animations being "too smooth for Rivals"), it's just something that can definitely be dialed back on future projects you end up working on to help save on time and make attacks more snappy.

Most attacks in rivals don't really need more than 1-2 frames animation frames for their active windows, while Kitara has 3-5 frames on most attacks. This also clearly led to you making unique hitboxes for each active animation frame which is... a bit unnecessary to be honest (Nair having 14 different hitboxes with the same attack properties is a bit silly).

Again, don't take this as me saying the animation is bad, for the most part I think the animation here is quite nice, even if its lacking in terms of exaggeration in the motion of them. I just think you could've saved yourself a bit of time by not worrying about including so many frames and instead making a few frames that sell the impact of the motion the best.
Artist of Seer 27 May, 2022 @ 1:57am 
Do take my feedback with a slight grain of salt by the way: the character hasn't even been out for an hour when I posted that massive wall of text. I just genuinely liked what I'm seeing here and wanted to offer my two cents on some minor adjustments that could be made and some slight critiques while the iron is hot. :3
Esri  [developer] 27 May, 2022 @ 2:11am 
Thanks a lot for the feedback! I will probably fix most of these soon when I have the time
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