Played a few rounds and really enjoyed the presentation, the gameplay was a little obtuse, but the one thing that really stood out is the tutorial. Instead of an in-game cutscene it boots up...a YouTube video?
I kind of agree with this as a likely reason the game turned out the way it did. My overall sense for the concept right now is that there are devs at GungHo that came up with a really fun concept with a lot of potential, but a lack of technical prowess and overly ambitious business management decisions risk derailing its potential success very quickly. Like the skeleton of "gum-using Ninjas fighting each other, dashing around, crafting weapons, etc" is all there and then in hammering out the details it just kind of got decided "meh ultimately this is just gonna be a game where kids milk their parents' money for cool-looking cosmetics" and nothing really tied together after that point. That's why we get the lazy and barebones browser-embed Youtube tutorial, why the only defensive option and main Ippon-grabbing mechanic is RPS ("kids are just gonna be mashing random attacks the whole time anyway without knowing any better"), and why nearly all of the pay-for mechanics are just absurdly, prohibitively expensive. I saw an outfit in the shop last night that I really liked the look of...but it's sixteen fucking dollars to purchase so absolutely hell no to that. I could ultimately spend sixteen dollars on cosmetics in the game if I enjoyed the gameplay and prices for things felt fair (I might have actually bought that outfit, for instance, if it was in the $2-4 range, and could do so cumulatively to have several outfits to pick from) but those prices and the whole gumball-gacha for consumable skins are real big turn-offs. Then again I'm pretty much always naturally suspicious of any game with premium currency that offers for you to pay up $100 or more for it, it shows you where their head is at when they invite you to pay more for cosmetics than to buy one or two other polished and fully-featured games.I know about the burst, but it feels weird for a guessing game to be your sole defensive mechanic. Why not just have it function like a normal parry in any other fighting game? The RPS clashing stuff should be reserved for when two identical attacks connect. It's like they intended the game to be appealing to all ages but then realized it was too hardcore for kids, so instead of toning it down they just made randomness a huge part of the combat system in an attempt to put everyone on equal ground.
I know about the burst, but it feels weird for a guessing game to be your sole defensive mechanic. Why not just have it function like a normal parry in any other fighting game? The RPS clashing stuff should be reserved for when two identical attacks connect. It's like they intended the game to be appealing to all ages but then realized it was too hardcore for kids, so instead of toning it down they just made randomness a huge part of the combat system in an attempt to put everyone on equal ground.
In Battle Royale, the drones spawn all over the map so there are usually engagements happening all across the map. It works well there, but in Team Battle it's a little uninteresting. I wish they changed where the drones spawned like they do in Battle Royale.Also having played more of Eagle City, I kinda like it but it feels a little too spacious for 8 players. Maybe it's different in Battle Royale since I don't think I've ever played it in that mode, but in Team Battle it seems like every drone is on a rooftop or the middle road which gives you no incentive to engage with the entire lower portion of the map.
That's super funny. I don't dislike the burst system now that I know all the ways you can play around it or make the odds go in your favor, but hopefully the devs take in player feedback and make adjustments. They seem receptive to feedback so hopefully they'll be able to make some changes.I played this game two years ago at the Tokyo game show and the burst mechanic was not there at the time. I remember all the adults thrashing the kids during gameplay demos. Didn't think they would add in mechanics to make the action more luck based.
Wide attack is what you get by holding Down on the control stick while hitting the attack button. For most weapons so far it tends to play out as some sort of a spin or sweeping attack that hits all around you.When the Ninjala Pass asked for Wide Attack etc..how do you do them out of a Parry?
Press down+attack to perform the wide attack.When the Ninjala Pass asked for Wide Attack etc..how do you do them out of a Parry?
I played this game two years ago at the Tokyo game show and the burst mechanic was not there at the time. I remember all the adults thrashing the kids during gameplay demos. Didn't think they would add in mechanics to make the action more luck based.
I looked up some TGS 2018 footage to see what you meant and was shocked to discover that the prototype can barely even be considered the same game!
Instead of the clashing and three types of attacks and whatnot it was a way simpler approach where you basically just tried to gum up opponents before whacking them with a charged melee hit to get an Ippon. The longer you charged up the gum, the bigger the bubble would be making it harder to avoid, but it also made you a target since you'd get gummed up yourself if anyone hit you while you're blowing the bubble. There was no burst mechanic because you couldn't do lengthy midair combos in the first place.
Meanwhile, the crafting angle made more sense because your weapon had durability and you'd have to continually replace it throughout the match, and it incentivized movement a lot more because there were little collectibles scattered everywhere worth 5 points each and drones actively moved around instead of being stationary damage sponges.
It looks like they had a lot of good ideas that got outright replaced at some point in 2019 by the current Dragon Ball Z-esque gameplay of teleporting to opponents to do lengthy fighting game combos and getting into flashy RPS battles. I have no idea why they strayed so far because it seemed like the original concept would have been far friendlier to players of all ages and skill levels than what we ended up getting.
I've been actually considering picking up the story chapter not because of the story itself or the ugly clothing, but mostly for the bonus medals it gives out for completing it (gold medals are at such a premium in this game normally holy shit)...and also slightly because I think the Loco Soda utsusemi looks funny. What I haven't seen anywhere though is just how many medals you actually get for it? If it's only worth 20 or so golds it might not actually be worth even the five bucks.
As someone who usually plays action and fighting games, the gameplay in this game is a little bit...shit?
The stun lock means that you will be dead after their first attack hits and the rest connect, there are almost no defense or parry options, the starting sword like weapon is shit, etc.
This is not a fun game to play.
I am dropping it but got the special gacha clothes on my first try using the free currency the game gave me so...
Good question, I was wondering about that myself.So here's one mechanics question I haven't seen an answer for yet: Why do yo-yo class weapons sonetimes apparently get super armor during parries, particularly if they go with the wide attack? And I'm not just talking about weird lag armor shenanigans, they seemingly get the same blue shield aura that the SK8 and Sushi hammers do from their weapon ability during the duration of their attack. I've seen it a couple of times with me fighting the normal yo-yos and even once last night saw a streamer using the trick ball gain armor when they picked the dunk attack...but none of the yo-yo abilities involve super armor at all and while some shinobi cards will reduce damage, no card or assist codes grant armor either.
It can't just be "wide attack during clash has super armor" because it doesn't seem like it activates consistently and if it did that's be broken as hell, but I don't otherwise understand how it happens.
I kind of doubt it's a card, since like I said I've looked through all the cards and assist codes previously and not a single one of them mentions super armor, and none of the yo-yo abilities mention it either (doubly so since this seems to be a thing with all four yo-yos, and not just a pair of them like the armored hammers. Out of curiosity though, do you remember what cards you have equipped?Good question, I was wondering about that myself.
I now use a yo-yo, and sometimes during parry I get that blue shield and I win the RPS every time! I wonder if it's some card buff I have equipped...
I have the Extra parry and the Extra S-energy cards equipped. Not sure about the assist codes.I kind of doubt it's a card, since like I said I've looked through all the cards and assist codes previously and not a single one of them mentions super armor, and none of the yo-yo abilities mention it either (doubly so since this seems to be a thing with all four yo-yos, and not just a pair of them like the armored hammers. Out of curiosity though, do you remember what cards you have equipped?
I'm at least glad to know I'm not the only one who noticed this. Feels like it's either a weird glitch or there's some sort of stealth yo-yo buff that just isn't mentioned ingame anywhere (which I can't entirely rule out, given Ninjala's penchant for not explaining anything).
So here's one mechanics question I haven't seen an answer for yet: Why do yo-yo class weapons sonetimes apparently get super armor during parries, particularly if they go with the wide attack? And I'm not just talking about weird lag armor shenanigans, they seemingly get the same blue shield aura that the SK8 and Sushi hammers do from their weapon ability during the duration of their attack. I've seen it a couple of times with me fighting the normal yo-yos and even once last night saw a streamer using the trick ball gain armor when they picked the dunk attack...but none of the yo-yo abilities involve super armor at all and while some shinobi cards will reduce damage, no card or assist codes grant armor either.
It can't just be "wide attack during clash has super armor" because it doesn't seem like it activates consistently and if it did that's be broken as hell, but I don't otherwise understand how it happens.
Interesting. So there are really moves with super armour.I've encountered this too and I think I stumbled across the answer in a Ninjala Discord this morning, I didn't quite know what they were talking about until you mentioned this.
Apparently if you use an attack with super armor in a clash and the opponent picks the same direction as you but is using a weapon that does not have super armor on that move, instead of resetting like you normally would you'll trade damage. Even though the yo-yo's wide attack doesn't normally have super armor, it does in a clash for some reason. So basically, a back (left/right) attack with a Hammer will trade with a back attack from a Katana or Yo-Yo, and a wide (down) attack from a Yo-Yo will trade with a wide attack from a Katana or Hammer.
This... actually puts a bit of strategy into the RPS stuff? It's Ninjala though, so of course it had to be randomly discovered instead of explained to the player.
If you both press the same direction there's a tie. You go into RPS again.Winning a lot. Game is interesting but it's hard to tell how I feel about it yet. Kinda hate the rock paper scissor parry shit. Does it work like UMvC3 TACs? Like if you press the same direction you lose? Confused.
If you both press the same direction there's a tie. You go into RPS again.
Left/Right beats Up, Down beats Left/Right, Up beats Down.
I've posted about it early in the topic before but the logic of the "what beats what during parries" question makes natural sense if you think about it in terms of the baseline katana'a attacks:Uh wow that's so oddly specific without hardly anything to indicate the RPS path. Thanks for the info.
I'm around level 10 now, it's rough around the edges in some ways but I am really enjoying it. I think it's main issues are shit like that question I just had to ask. There's not a lot of feedback in plenty of avenues that there should be to let you know what exactly is going on. Only the really dedicated are gonna figure it out, and for everyone else it's just gonna feel like a confusing mess that they'll probably ditch. Like fuck just once again using the clash example, Why not just label the arrows as rock paper and scissors rather than 3 colors that don't really mean anything? That immediately would help so many players better understand it.
I think some of it's systems are just inherently a little weird too and hard to grasp. Like the whole gum system seems to be designed as accessible and natural, but really since the concept of it is just so out there and there's so many options based around it (options that are also weird), it comes off as confusing and odd. There's issues with the whole camera/lock on system too, although enabling the cursor has helped me some in that regard.
The stun lock stuff doesn't really bother me especially once you start learning about how the other systems can allow you to avoid it. I actually kinda like that it allows you to satisfyingly beat the shit out of your opponent if they use up all their defenses. It hurts when it's comin back at you, but *shrug*. I still don't exactly know what the L option is during the parry series though. I know that typically allows you to dodge outside of parries, but what does it do during them? Just seems like it gets me hit a lot when I try it.
I've posted about it early in the topic before but the logic of the "what beats what during parries" question makes natural sense if you think about it in terms of the baseline katana'a attacks:
-Left/Right beats Up because you strafe and hit them in the back while they attack straight
-Down beats L/R because the wide sweep hits behind you and catches their strafe attempt
-Up beats Down because your straightforward attack comes out faster than their wide sweep
Once that relationship is truly detailed I feel it's pretty easy to understand and internalize. The problem is that, up front, the extent of the attack tutorial that the game guarantees all players see is, "Press ZR to attack!"
...That's it.
No mention of directional attacks evwn existing, let alone how they interact, and no mention of the break attack either. So you're thrown into a match, getting hit brings up a big flashing ZL sign that they never explained either, and you end up with an RPS clash without knowing why or what your options are or what winning or losing the clash even means for you. Then at the end of the match someone is awared an Ippon Master bonus...even though the game never directly explains what differentiates Ippon from a normal KO or what various conditions allow for it. So much basic stuff is left optionally buried in tutorial text boxes that a far-from-insignificant players will completely skip because the game makes no indication offhand how much more there is to combat than what's mandated.
Communication overall is just...poor.
Anyway, dashing out of a parry basically allows you to avoid dealing with the win/loss of an actual clash, but bear in mind the attack your opponent selects still plays out while you dash away, so depending on which direction you move in, there is a chance that it might still hit you.
For those of you who haven't bought the battle pass yet, they just gave out another 100 free Jala for the 2 millionth download, which means if you haven't spent any of the other freebies they've given out you can get yourself the battle pass for just 99 cents by buying the one-time 500 Jala pack.
I'm done trying to get golds in hard mode for the story. This has to be one of the most frustrating and unfun games I've played in awhile.
I haven't spent any Jala yet and I only have 300 currently without buying the 1-time 500 for 99c yet. Where did you get the other 150 from?
100 from the release day bonus
100 from the 1 millionth download
100 from the 2 millionth download
200 from tier 10 and 16 of the free battle pass
500 from the 99 cent deal
=
1000 Jala!
I'm done trying to get golds in hard mode for the story. This has to be one of the most frustrating and unfun games I've played in awhile.
Is the story mode actively shit? Thinking about grabbing it but if it's just painful I'll probably avoid it.