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by dave_chenell 5773 days ago
"very often see your drawing getting roundedly ass-kicked without being able to do anything about it"

In reality you are able to do alot about it. Aside from the actual fight, everything you do controls what will happen. How your draw, who you choose to fight, what arena you fight in, what items or weapons you select etc etc. Simply because you are not pressing buttons at the time of action does not mean all hope is lost and everything will become a random simulation. A la the video, we are working on the balance of the game.

"The only users that will be interested in your game will be people that are deeply in love with every other fighting game"

Disagree, almost all of the people who have sent us sketches are not from the typical gamer crowd. They are drawn to the fact they don't have to control them, it takes the pressure off.

"You say that many people expect to control their character, so let them."

This is a really interesting argument that I go both ways on. History has shown both times where it pays to listen and times it pays to ignore your users requests and show them something new and better that they never even thought of. "Providing a quality product means meeting people's expectations" Or exceeding them :)

Thanks for your feedback though, you bring up some interesting points. We aren't ruling out controlling your characters forever, but for the initial launch we think it will ruin the purity of the game. We are exploring adding more decisive elements without adding live "control" if you know what I mean. Mini games etc.