Complete The Fan Game : Body Blows - Robotic

Project is completed.

Daniele Spadoni

New member
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Daniele Spadoni
Presents

- THE FAN GAME -
BODY BLOWS - ROBOTIC

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Plot
After winning the global martial arts tournament, Danny and Junior decide to take the universe further and challenge the meanest and toughest in an interplanetary competition to become the ultimate galactic warrior.
Meanwhile on earth Max, (T17) was repogrammed and Human Resistance leader Nik launches a final offensive against T22, an artificial general intelligence system seeking to eliminate the human race.


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COMING SOON
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The following game is a NON PROFIT Fan Game producer for entertainment purpose only.
All Characters, all related marks, logos and associated names and reference are copyright and trademark of their respective holders. This Fan Production is not open to commercial ADS. It is not intended for sales of any sort. No commercial exhibition or distribution is permitted. The content of this Fan Game could not be sold, rented or used for any commercial enterprise in any way, shape or form. There is no financial gain made from it.
 
Maria could be a nice fifth playable character. Maybe Kai-Ti too. I wonder what you’ll be doing to create enemies and bosses?
 
Why did you rush this out by 3 days? This game does have many of the same flaws as Super Rick Dangerous; enemies are fast and aggressive from the get-go; and give you little mercy, though thankfully there is a block button available, and the character does have an actual life bar. Characters only have one life once again, and no mercy invincibility, making this a recurring problem in your games; I suggest giving players three lives before continuing; as even the most difficult MersoX games understand this. As Punch and Kick are separate buttons ala Double Dragon rather than a unified combo sequence like in modern (post-1989) beat em ups, I feel like perhaps Kick should be able to function in the air separately from punch. Special moves take up one button each, which is interesting and somewhat like DJ-Vgamer's titles, but I feel like there should be an emergency breakout move of some kind, unless of course blocking is meant to keep that mechanic intact; in that case, a back attack might be useful. Again, the point about Maria being playable still stands as a good idea for the game in the future. On the other hand, I like the level artwork a lot, with good choices for layers and palettes.
 
Miru said:
Why did you rush this out by 3 days? This game does have many of the same flaws as Super Rick Dangerous; enemies are fast and aggressive from the get-go; and give you little mercy, though thankfully there is a block button available, and the character does have an actual life bar. Characters only have one life once again, and no mercy invincibility, making this a recurring problem in your games; I suggest giving players three lives before continuing; as even the most difficult MersoX games understand this. As Punch and Kick are separate buttons ala Double Dragon rather than a unified combo sequence like in modern (post-1989) beat em ups, I feel like perhaps Kick should be able to function in the air separately from punch. Special moves take up one button each, which is interesting and somewhat like DJ-Vgamer's titles, but I feel like there should be an emergency breakout move of some kind, unless of course blocking is meant to keep that mechanic intact; in that case, a back attack might be useful. Again, the point about Maria being playable still stands as a good idea for the game in the future. On the other hand, I like the level artwork a lot, with good choices for layers and palettes.

I understand your reasons but mine are choices without rules but only what I prefer. desired choices.
I've gotten pretty close to the original game and that's fine. ;)
 
This would be a good base for more advanced gameplay.
I like this idea of game.
I was just a bit disapointed by the simple move set and difficulty a bit hard because of high priority enemies.
 
The mod looks nice. I like a lot the retro sprites. But sorry but I’ll have to be “that guy”, sorry if I sound too harsh:
The game looks rushed:
-No bosses. Only two enemies throughout the game. You could have edited or add little differences between them.
-No recovery time for the player. The original gave the player some air. This brings frustration and remove the fun factor immediately. It seems most people criticizing the game thinks the same. (Watched a couple of Spanish you tubers saying the very same).
-no shadows on the entities. The original had them. Easy to change stuff.
-used font from another mod, while the original games had font that could have been used here.
-animations are just too choppy.
-no variation on the levels. Could have added a wall or hole.
-Only 5 different characters in total (player and enemies). And from those 5, T17 is the same as “robot” and as T22, just different palettes. You could have used some of the other fighters as bosses.
-gameplay wise this should have been improved a lot before being put as a finished game.

Which is sad because those cool sprites could do a cool game, and as other previously mentioned, this could be a good starting point for a nice mod.

Even the guy from the video you shared here, riesgo asturiax, shares many of the critics I wrote here. I watched another video by Ana moon and she also shared many of the critics. If you understand Spanish (which I think you do) you’ll know what I’m talking about.

The positive is that you used sprites that no other used on openbor before (AFAIK).
 
Die_In_Fire said:
The mod looks nice. I like a lot the retro sprites. But sorry but I’ll have to be “that guy”, sorry if I sound too harsh:
The game looks rushed:
-No bosses. Only two enemies throughout the game. You could have edited or add little differences between them.
-No recovery time for the player. The original gave the player some air. This brings frustration and remove the fun factor immediately. It seems most people criticizing the game thinks the same. (Watched a couple of Spanish you tubers saying the very same).
-no shadows on the entities. The original had them. Easy to change stuff.
-used font from another mod, while the original games had font that could have been used here.
-animations are just too choppy.
-no variation on the levels. Could have added a wall or hole.
-Only 5 different characters in total (player and enemies). And from those 5, T17 is the same as “robot” and as T22, just different palettes. You could have used some of the other fighters as bosses.
-gameplay wise this should have been improved a lot before being put as a finished game.

Which is sad because those cool sprites could do a cool game, and as other previously mentioned, this could be a good starting point for a nice mod.

Even the guy from the video you shared here, riesgo asturiax, shares many of the critics I wrote here. I watched another video by Ana moon and she also shared many of the critics. If you understand Spanish (which I think you do) you’ll know what I’m talking about.

The positive is that you used sprites that no other used on openbor before (AFAIK).

I understand your criticisms but these works of mine are pieces of art. they have no rules. I do what my heart tells me to do. It suited me that simple. if you want to make a new version go ahead no problem. I'll upload it to the blog.
A hug
Daniele
 
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