This is a very polished work—the art style is exceptionally well-controlled, and it even unlocks a classic mode, which brings a knowing smile.
The inability to file unpack, this can modify protects unique scripts, sound, and art assets, which also benefits players who prefer not to tinker. Everyone can experience the developer’s design as intended, without worrying about various modified versions. ^o^
I’m a bit conflicted about the characters’ skill move inputs: the directional commands differ between characters. Cody uses ↓→+a, →→↓+a; Haggar uses ↑↑+j, ↓↓+a, ↑↓→+a; Guy uses →→+a… @w@
It would be great if the directional inputs could be unified under one consistent logic—I really stress over this. Playing some rounds helps player adapts, and the skill move list can be pulled up anytime with a button press during gameplay, there’s also a .pdf show list in the folder.
When I look at the comments under mighty-final-fight-forever videos, some people don’t know the purpose of the Combo button—showing the pose is another way to perform skill moves. For example, Cody’s Hadouken can be executed with “↓→+a” or “Combo+↓→”.
After each stage, the game auto-saves… a common design in the OpenBOR engine.
Quitting and reopening lets you reselect characters and continue… nice! This keeps casual players engaged and makes it easier for streamers to record videos.
When continuing, lives reset to 5, but the score is cleared… I think this is intentional by the developer—a very considerate modern design: allowing continues + using favorable mechanics so action game beginners don’t suffer too much. Meanwhile, skilled players can aim for a single clear and leave a high score on the leaderboard. Cool!
One small suggestion: when the game upon starting, load the save file, If it detects existing player data, allow a button press to skip the opening sequence. Sorry, it does run a little long. Please.