by AcetheSuperVillain » Mon Feb 06, 2017 12:52 am
Oof, where to start?
Everything is weird. There's a really bad feeling to the controls. It has a feeling like the creator has heard about this great new thing called "video game" but never actually tried one. There's no sense of animation, just vaguely shifting body parts into place. The hitboxes don't feel like they are where they should be. There's no sense that you're accomplishing something or figuring anything out, it's very unsatisfying. If the point is eventually to be sexy, transforming into a frankenstein patchwork monster thing isn't sexy.
To some extent, I can't blame you for failing to make a good actiony punchy kicky kind of game because Flash devs almost always completely fail at that. If that's something you want to make, you really need to study a game like that, such as Smash Bros, King of Fighters, Dynasty Warriors, Golden Axe, River City Ransom, Bodukai, Streets of Rage, Final Fight, Tekken, Virtua Fighter, Soul Caliber, Guilty Gear, Dead or Alive, Scott Pilgrim, Knights of the Round, Captain Commando, King of Dragons, Onimusha, Devil May Cry, Sengoku Basara, Okami, Legend of Zelda (Link's Awakening or later), Double Dragon, Battle Toads, That Sailor Moon Arcade Game, Ninja Baseball Bat Man, Star Ocean, Kingdom Hearts, Sly Cooper, iNinja, God Hand, Rogue Galaxy, Shovel Knight, Elsword, GetAmped2, Rumble Fighter, Zone 4: Fight District, Dungeon Fighter Online, Rusty Hearts, etc. Find one you like, figure out how it works and make your game like that.
My advice is to think of a fighting/brawler game like a scrolling shooter, at first. Instead of shooting bullets across the screen, you make an invisible bullet that appears in the same place as your fist or foot or sword or whatever, and lasts for only a few frames. Try to get a hang of the wind-up, impact, cool-down formula.