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King of Rage

King of Rage v 0.1

No permission to download
FF
My friend, this game is great! The action is smooth! But the combo is the soul of games like (King of Rage).
My recommended moves are: ↓→A, ↓↑A, and so on.👍
I would usually agree with this but in this game the inputs are on point here.

@DD Tokki tokki
So after a playing the demo, is it possible to have the blue shadow that follow the player when dodging up or down, speed up and track the player more closely?
It's lagging behind the player.
The jump while running height could us some adjustment, maybe increased a bit.

Unlike in CAP beat em ups of old, when holding up or down, ends the combo with a throw.
Maybe try it like in Denjin Makia 2 where holding up, down or forward change the combo itself and the position of the player.
I say this because some players combos feel longer than usual.
In a game with one attack button 4 or 5 hits usually does the job.
This where holding up or down could change it.
Things to consider perhaps.
Enemies are fun to fight.
 
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FF

I would usually agree with this but in this game the inputs are on point here.

@DD Tokki tokki
So after a playing the demo, is it possible to have the blue shadow that follow the player when dodging up or down, speed up and track the player more closely?
It's lagging behind the player.
The jump while running height could us some adjustment, maybe increased a bit.

Unlike in CAP beat em ups of old, when holding up or down, ends the combo with a throw.
Maybe try it like in Denjin Makia 2 where holding up, down or forward change the combo itself and the position of the player.
I say this because some players combos feel longer than usual.
In a game with one attack button 4 or 5 hits usually does the job.
This where holding up or down could change it.
Things to consider perhaps.
Enemies are fun to fight.
You're saying that it would be better to adjust the afterimage when dodging up and down? I'll try adjusting it.

When catching an enemy, the up and down input is treated as a type of throw rather than a concept of adding a combo. So the attack won't be as flashy as in other games.

I don't know much about Denjin Makai 2's system, but since I haven't played many belt scrolling games, it will feel different.
I'll have to play various games when I get the chance.
 
I finally had a chance to try the game.
Everything is so polished!
Great work really!
Thanks for sharing it!
Now I really feel like trying the other characters in the future... ^^
Souch a promising roster !
 
You're saying that it would be better to adjust the afterimage when dodging up and down? I'll try adjusting it.
Try running after dodging up or down then you'll see.
When catching an enemy, the up and down input is treated as a type of throw rather than a concept of adding a combo. So the attack won't be as flashy as in other games.
The attack wont look flashy.
The input would take effect after the 3rd hit.
Up would end the combo in a launch, forward would to move the player to the front while attacking and down end with an attack that hit the front and back.
I'm currently busy with Gouken and will make an example how the combos would look.
I don't know much about Denjin Makai 2's system, but since I haven't played many belt scrolling games, it will feel different.
I'll have to play various games when I get the chance.
The combo variation is the only thing I would suggest you tweak but everything else is as it should be.
 
Try running after dodging up or down then you'll see.

The attack wont look flashy.
The input would take effect after the 3rd hit.
Up would end the combo in a launch, forward would to move the player to the front while attacking and down end with an attack that hit the front and back.
I'm currently busy with Gouken and will make an example how the combos would look.

The combo variation is the only thing I would suggest you tweak but everything else is as it should be.
KoR - 0109.png

I switched to running right after dodging, so if that's what you're pointing out, it seems like the afterimage lasts a long time.
 
The first combo is attack, attack2, attack3.
Then the change will take place after the second hit.
The 2nd combo will follow if the player holds up, the other is while keeping forward.
Got a baby on board so things take forever to get done.
Hope this help.
 
The first combo is attack, attack2, attack3.
Then the change will take place after the second hit.
The 2nd combo will follow if the player holds up, the other is while keeping forward.
Got a baby on board so things take forever to get done.
Hope this help.
Thank you, the combo is gorgeous.
For now, it's a basic Final Fight-style combo, so I don't know yet what the additional input combo will be like.

You're pregnant. That's good news.:D
 
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View attachment 9269

The next character to appear after the demo version is Mai Shiranui. And since surnames are placed at the back in English-speaking countries, we will be changing the names of characters whose surnames were in the front to the back.

@DD Tokki,

If it helps making names more universal, English speaking countries can have last names first too, we just add a comma between. For example, my name, Damon Caskey, would be printed as Caskey, Damon.

If you want to include a middle name, that goes last, and almost always as an initial. Using my full name as an example, Damon Vaughn Caskey, you would print Caskey, Damon V..

HTH
DC
 
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