![]() All our characters start from their attack moves design, based on a specific play style. The character design is by far the most fun part in developing a fighting game. ![]() That means you can easily follow up on your attacks and chain some amazing combos. Personally I like both Sephi’ra and the Drifter, from Hyper Light Drifter, because they both give you so many movement options, both on ground and in air. ![]() Which character is your favourite currently? Can you tell us about the overall character design process? This way top players could perfect their skills, and we wouldn’t be breaking their strategies or combo games with new updates. The aim is to get it to a really fun and balanced experience, and slow down on tweaking too many balance figures after the console launch. Was Brawlout in a similar situation at times and how did you address it?Įver since we launched, we did weekly or bi-weekly balance updates. Because we tweaked the rock-paper-scissor formula (for attack-block-grab – by removing the blocks and grabs), the game got a lot more fast paced, and now your main focus is the trajectory of your fighters, and anticipating your opponent’s position – as opposed to the slower defensive play in other games, where you actually have to read your opponent’s every move and counter it.įighting games usually see numerous balance changes throughout their life cycles. The players love how fast and fluent everything feels. You really feel like you’re in a fighting game, and you feel the weight of every punch and kick. What was the feedback from your player base on this formula? When we first saw Brawlout, it mixed platforming with fighting game mechanics and unique characters. In October, we’ll launch the next major update, with a huge progression system, where players could unlock tons of amazing stuff, including 18 new character variations. We’ve added tons of requested gameplay features, like ledge grabs, and made the top level play even more technical. They really shine when you get crazy with the moves design, and give each playable character distinct advantages. That’s one of the best parts of Brawlout, and platform fighters in general: you don’t need to stick to the traditional fighting game mechanics. It’s really time consuming to balance a fighting game, that’s why most really successful ones are iterations on decades-old franchises. ![]() And it’s all thanks to our amazing community. So much has changed since we first launched in Early Access, earlier this year. The aim is to get it to a really fun and balanced experience, and slow down on tweaking too many balance figures after the console launch."īrawlout has come a long way since its days in early access. "Ever since we launched, we did weekly or bi-weekly balance updates. To that end, GamingBolt spoke to Angry Mob Games CEO Bogdan Iliesiu about the state of the game, how the response has been and what players can expect in the future. With constant updates and balance changes, characters like the Drifter from Hyper Light Drifter joining the fray for the Nintendo Switch version and much more, it seemed like a good time to revisit Brawlout and see where it was going. Though initially appearing to be a fighting title like, say, Super Smash Bros., Brawlout occupies its own interesting niche. ![]() Angry Mob Games’ Brawlout has been in Steam Early Access since April 2017 which is quite a long time. ![]()
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