Hi Jerok, long time no 'see'. It is good to hear from you.
Quote: "The attack collisions are a little too general, it was hard to tell if you wre getting hit, maybe just reduce the collision radius a little."
Previously, the players were too close when they collided. I added more collision points to make it more accurate, but I see where it can be improved. Just so you know, there are stars placed at the point of impact. Their color tells you who recorded the hit (red = player 1, blue = player 2, yellow = player 3 or green for player 4).
Quote: "Make the dead area closer. It is really easy to get players up to high damage percentages so they fly really far but they still don't die. Especially on the Block Verse level."
I can bring them in a little closer. The Dream arena (Block Verse) is kindof a special level, in that when the players hit the water, they receive a little damage and are hurled back toward the center of the arena. Because of this, it is a little easier to stay alive. Still, I can reign it in a little bit more, as well as the other arenas.
Quote: "Add a jump noise, without it it seems kinda awkward to see someone falling really quickly and then suddenly stop. A noise to indicate they jumped would make it seem more normal."
I will see what I can do. I'm thinking of making a noise while they are jumping and when they land. It is a good suggestion. I probably would have included more sounds /FX, but I have to keep an eye on the game's filesize, since there is so much media associated with this game already.
Quote: "The gravity gets a little intense, maybe turn it down a little as players seems to fall overly fast."
Yes, I agree. Others have seen this too. I have already addressed it for the next final build.
Quote: "Speed everything up a bit. The animations seem very slow, and I think speeding up the players movement and jump speed would make the game flow better."
The animations were purposely slowed down because they were so fast that you really couldn't make out what was happening. I am pretty happy with the speeds now; of course, adjustments can be made. Some characters are purposely faster than others as far as actual movement goes. If you use Nutt, for example, he moves and jumps pretty quick, but Cool is a slowpoke by comparison. This is intended, because extra damage comes when you get hit with Cool, whereas Nutt is more nimble and does not damage opponents quite as much. It kindof evens things out a little bit.
Quote: "Overall I think it turned out well, it just seemed a little choppy. These suggestions should only require minor corrections, but it is good either way."
Thank you for your comments and feedback.