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If you are 'inside' an enemy, you can't hit them- but they'll stop moving and attacking, so your allies can easily finish them off. Not sure if this is a constant, but I have noticed it a few times.
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MEDIC IS UNBEATABLE, rapid fire technique
1)hold "s" (fire button)
2) tap "d" (block button) repedetivley in a rhythm, not too fast, test it out and find the rhythm.
you can use this technique even better by holding "S" and "D" while getting attacked, you will block all of the attacks then quickly tap "d" repedetivley in the rhythm.
test this, and like this comment for people who are struggling
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Perhaps tied to the jump issues I mentioned before; If an AI is on a platform below you, and you're hugging the edge of your platform, they'll simply keep jumping straight up without attacking, trying and failing to get onto your platform.
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Some more bugs: Sometimes 'blink' doesn't work. Sometimes you'll spawn inside a mob/cluster of mobs and automatically be bumped off the ledge, without any way to do anything about it. And have I mentioned jump really needs a touch-up? :P
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Im a little bit confused, so does range increase the distance the fireball goes or does it increase the fireballs damage
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Great game. The only issue I see is that medics are too overpowered, owing to their innate beefiness, ability to block, and highest potential ranged DPS from holding down the S button and tapping a directional key.
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When you knock an AI off a platform [into the abyss] with a melee weapon, they instantly respawn back on the platform and get multiple free attacks. I'm of the "knocking people of platforms should be awesome" camp, myself.
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Also, the computer AI doesn't properly compensate for ranged attack spam; add in that ranged attacks don't seem to distance out [which, honestly, is a feature I prefer to keep as is], and you can clear at least the early maps simply by standing in a corner and spamming the ranged button. If possible, an adjustment to the AI to increase aggro/equivalent versus ranged attacks would be useful.
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Jumping seems to be glitchy, especially given that the jump distance is almost identical to the height of the platforms, meaning you have to time the jumps far, far more precisely than most action-brawlers. A polish and a double-jump unlock would go a long way.
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Great game, reminds me of Strike Force Heroes. The only things I'm not particularly fond of are that my classes all use the same equipment and that I have to set each teammate's equipment individually. The easiest solution would be to implement a separate loadout for each class. (So there would be 4 different sets of equipment, and the player can edit each one individually. Teammates would be given their class-specific loadout.)
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This game awesome but I have 1 suggestion when you lose can you have a retry button? not a really big deal but it saves time
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Ok... Just realized something... Question... What is the fur coat made out of? I hope it's not some sort of relative. D:
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The team AI seems to bug out a lot. And the enemy mages always seem to just blink away from damage just in time, when you try to do it you just get killed mid blink. :l
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Super awesome! It's fun and challenging at times. The only suggestion I have is that if it'll be possible to have separated equipment loadout for each class? Brute wearing +50 range because I love playing mage is kinda weird sometimes lol. 5/5