5/30/2023 0 Comments Super smash bros 5 clone fighter![]() “We know that as long as we stay true to what our players want, we're going to have something awesome when we get to the finish line.” “We’re trying to get as much feedback and iteration into this game as possible,” Kovalik says. This focus on community is why Vortex Games funded development via Kickstarter and has held several open and closed alphas. “Our community doesn't have to waste so much of their energy trying to tell us to fix the game because we're making it really easy for them. “Because we're so inviting and encouraging of feedback, all of the energy around our ecosystem is spent on trying to fix the game,” Kovalik says. ![]() Some gaming communities can get toxic very quickly, but Kovalik thinks his approach negates the hate that killed games like Icons: Combat Arena. This approach gives the community what it wants while also differentiating the game from its stiff competition. This rapport has resulted in the implementation of new features, like the ability to walk with a shield and a combo-breaking mechanic. The developers work in Discord and even hold debate nights with the community to discuss features. He says pretty much every major decision Vortex Games makes is run by their players. Kovalik stresses that the game wouldn’t be where it is without its small but passionate community. Kovalik seems delighted about the shape the game is in, a far cry from his past regretful tone about Icons.Ĭommunity involvement plays a big part in Rushdown Revolt’s success. Kovalik believes that Rushdown Revolt’s combat is “close to final” with the addition of a ranked mode in this latest alpha. She’s an accessible character that greatly emphasizes this game’s fast, combo-oriented gameplay. She has a striking design much better than her Icons’ look with large shoulder pads and can quickly pummel opponents with a flurry of punches and kicks. One of the most entertaining characters in the alpha is Ashani, a reworked fighter from Icons: Combat Arena. “We have stuck to our guns about focusing on making a game that's very electric, very combo-centric, and very expressive,” Kovalik says. Rushdown Revolt also doesn’t use Smash Bros.’ signature percentage-based system, instead opting for a more traditional health bar. Melee’s infamous “wavedash” mechanic that lets players move faster is just a button press away in Rushdown Revolt, making for a much faster experience. Though the game looks a lot like Nintendo’s flagship crossover franchise on the surface, some key differences make Rushdown Revolt stand out. Fortunately, Rushdown Revolt seems to be going the route of FFXIV with the launch of its latest open alpha on Steam. This type of gambit was wildly successful for Final Fantasy XIV: A Realm Reborn, but an abysmal failure for Anthem. ![]() The developers hope Rushdown Revolt sheds Icons’ problems while crafting a unique identity of its own. Now, the team is setting an example for how games and developers can learn from mistakes and recovery from rocky first impressions. You have way more options for what you can do.” “There’s a lot of nuances, and there’s a lot of decision-making that goes into playing the game, even though we have fewer moves and simplified and streamlined inputs versus Smash. reimagined as a competitive game for more serious players to take up,” Kovalik tells Inverse. ![]() Since late 2019, Kovalik and a growing team at Vortex Games have worked to improve Rushdown Revolt. Developer Christopher Kovalik has spoken candidly in the past about Icons’ early trouble standing out from the pack. Its more involved take on the genre feels significantly better to play than its failed predecessor, Icons: Combat Arena. Thanks to a long-term investment in the game’s enthusiastic community, and an upcoming relaunch, Rushdown Revolt is in stronger shape than ever before. clone, even if it’s in the same subgenre of fighting game that puts a greater emphasis on movement and platforming. Rushdown Revolt has evolved into more than just a simple Super Smash Bros. ![]()
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