I agree with the issue of people holding onto their Critical Strike forever and effectively locking out Movement Rushes for as long as they want. I wanted to do something about it, but I couldn't think of a good solution in time. For example, if you didn't want to play the Movement Rush and deliberately whiffed your Critical Strike, and the opponent still has their charge available, and if there was a time limit to use it, you can run away until the time limit expires before engaging back with the fight. I want to avoid creating a reason for people to disengage from the fight. A different thought was to give the Critical Strike back to the player who whiffed it after taking or giving enough damage, which I think is the correct option because it encourages engagement, but again, I didn't have time. I'd have to create some kind of hidden player-specific intensity meter that only functions during the situation where regular intensity is already full and you don't have a Critical Strike charge available... anyway... Long story short, I will address that issue (as well as Sonic, in general) some time in the distant future. For now, I'm glad you're generally liking it, nitpicks aside. Thanks for the video!
I like this video, i will click the like button
I agree with the issue of people holding onto their Critical Strike forever and effectively locking out Movement Rushes for as long as they want. I wanted to do something about it, but I couldn't think of a good solution in time. For example, if you didn't want to play the Movement Rush and deliberately whiffed your Critical Strike, and the opponent still has their charge available, and if there was a time limit to use it, you can run away until the time limit expires before engaging back with the fight. I want to avoid creating a reason for people to disengage from the fight. A different thought was to give the Critical Strike back to the player who whiffed it after taking or giving enough damage, which I think is the correct option because it encourages engagement, but again, I didn't have time. I'd have to create some kind of hidden player-specific intensity meter that only functions during the situation where regular intensity is already full and you don't have a Critical Strike charge available... anyway...
Long story short, I will address that issue (as well as Sonic, in general) some time in the distant future. For now, I'm glad you're generally liking it, nitpicks aside. Thanks for the video!
Wait there was an update that actually had movement rushes?
Man how long have I not known :(
mhm we're on 1.09 now its crazy how far the game has come
We're gonna have Semi-Super Mecha and Metallix?! lessgooooooooo
with some time, Zeth is taking a bit of a break rn
davebots gameplay kinda chugs balls
Hey he’s my bestie leave him be
@@zealousdemon279 he should simply just git gud . . .
@@violetifreal :[