My sibling and i battled, and we noticed the imbalanced powers and that totem is the only one with good combos, great attacks, and actual movement. Please improve movement and other stuff mentioned. I LOVED the animations and art, but the character selection was slightly limited. Otherwise, would reccomend.
Every character has good combos and every other character has a much better dash compared to Totem's. While match-ups are a huge factor on which character to play, every character is viable. I could go into a large break down of match-ups and combos for each character, but i'm pretty sure you wouldn't care too much.
I've battled every character on every bot difficulty, and with some friends who have varying degrees of proficiency in 2d fighters. Totem consistently presents a challenge for newer players with it's extended normal that can eat projectiles and double jump. The toughest problem when fighting TM is approach, Totem wants to lock you down and keep you out of reach, but if you're patient and block correctly you really don't have to worry about most of his kit. Every character is just as good as the others, you just have to find their strengths. I can't imagine how you couldn't find movement in any character other than the one with arguably the least movement potential. Character selection so far isn't half bad. We've got most archetypes and playstyles represented, with some pretty unique combinations therein. I'd LOVE more characters (the dev is still working on the game, so we're bound to get at least one more) but I wouldn't say it's limited necessarily.
sup all! ive been playing this game at school with friends. i mop all of them with dragonfish but i really wanna get good with happy and mad (since i hear people say its the best character in the game). I really suck at approaching and comboing with mad so if anybodys good pls give tips
pointers for Mad? You can stick to Happy and throw fb's until they try to approach, which will depend more on their level of aggression or blocking abilities. You can swap to Mad once they get about mid-range and approach with dash or short hop aerials. Mad's charge atk is also useful for getting in, especially if you have charge, because you can threaten or feign using the super to try and get them to make a mistake like a preemptive jump you can punish with dash or a short charged attack. I've also used their taunt to fake a swap so my opponents tried to get in a better position for the other stance and catching them off guard. Hope this helps, go kick their butts!
Really curious if you (or anyone else) have made a discord server for this game? I've been playing for a bit now and only recently realized there were some motion inputs and something that feels like a hidden gimmick or trait for each character, like Shella having a guard charge mechanic, and Totem having a dair (with armor I think?) and a second jump, but I haven't found any resources that talk about them (sorry if you've mentioned it in some past patch notes or a comment somewhere and I just can't find it) and I think a discord server or something similar could help extend the reach of the game and allow information sharing in a way that would still let the hidden stuff be discovered first hand if that's your intention. You potentially don't even need to worry about adding networking features right away since software like Parsec exists!
As a long time FGC fan who's only recently really decided to try and play them, I greatly enjoy the concepts and all the design choices I've seen implemented so far. I love how each character is representative of most archetypes you see in fighting games, and making them monsters really let's them stand out from the ~2000 anime 2d fighters out there. The simplistic control scheme is great for onboarding people outside of the genre, and the movesets (like the actual buttons you press to do the different attacks) is really helpful in roughly highlighting the importance of each attack to their archetypes. I've been able to use this game consistently to lay a basic groundwork for my friends before explaining the subgenres and differences between them, and the rosters each game has in comparison to this cast.
TL;DR, stellar work so far, I'd love to see a community grow for this game, I think it has the potential to be a phenomenal tutorial on the genre as a whole, with enough hidden depth that it can still be enjoyable for veterans, and I can't wait to see what comes next either for the game or from you as a developer!
Egg on my face edit: found comments talking about the secrets, but I still think a more accessible medium for the community would be beneficial. (If there's no server yet, I would be more than willing to help out, btw)
Thank you for the comment and all the nice commentary! I am glad that you enjoyed the game.
There is no official discord server for Monster Battlegrounds, but I would support an unofficial server if someone made one. For now, a lot of people just discuss the game in the comments here.
It's more than that. I reworked the entire animation system because the previous version made it so that i have to manually insert each frame for every animation and color variant of the animation, but it's much more efficient (and clean-looking) now.
There are also 2 new "features" (idk if 1 of them is considered a feature) in the next update which require a lot of animation time, but i am sure that people who already like the game will enjoy it.
Lastly i have to focus on the backgrounds. I know that player probably don't really care too much about new backgrounds or slight improvements to old ones, but i need to do it for a portfolio piece for a job that I'm trying to apply to, so it's unfortunately not optional, though i will try to focus on other stuff first so that i can perhaps release the update in 2 parts (1 with the new stuff, and one with the backgrounds).
I'm glad that people are still playing, and over the last month i have been working on the game a lot. A new update IS COMING, i will try to finish it as fast as i can, but i also have a job, so i can only work on it in my free time.
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incredibly cool fighting game, the art style is really charming!
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What are you doing?
counting the days until new update
I'm missing a lot tho
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AHHH I MISSED SO MANY DAYS
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My sibling and i battled, and we noticed the imbalanced powers and that totem is the only one with good combos, great attacks, and actual movement. Please improve movement and other stuff mentioned. I LOVED the animations and art, but the character selection was slightly limited. Otherwise, would reccomend.
Every character has good combos and every other character has a much better dash compared to Totem's. While match-ups are a huge factor on which character to play, every character is viable. I could go into a large break down of match-ups and combos for each character, but i'm pretty sure you wouldn't care too much.
You could join the discord server and go into detail. I am interested in what players think about the game.
https://discord.gg/MM6x25KT35
I was planning to stream the game in the upcoming months on twitch.
I love talking about fighting games! If you joined the Discord you should lmk, along with your twitch channel so we can watch!
I've battled every character on every bot difficulty, and with some friends who have varying degrees of proficiency in 2d fighters. Totem consistently presents a challenge for newer players with it's extended normal that can eat projectiles and double jump. The toughest problem when fighting TM is approach, Totem wants to lock you down and keep you out of reach, but if you're patient and block correctly you really don't have to worry about most of his kit. Every character is just as good as the others, you just have to find their strengths. I can't imagine how you couldn't find movement in any character other than the one with arguably the least movement potential.
Character selection so far isn't half bad. We've got most archetypes and playstyles represented, with some pretty unique combinations therein. I'd LOVE more characters (the dev is still working on the game, so we're bound to get at least one more) but I wouldn't say it's limited necessarily.
I've finally gotten around to making a Discord server, for anyone interested in joining!
https://discord.gg/MM6x25KT35
Weenter approved server 👍
day 235
sorry guys i forgot to do this for a couple days
day 240 (here to help)
day 234
gotta admire the dedication
Keep up the good work!
day 233
sup all! ive been playing this game at school with friends. i mop all of them with dragonfish but i really wanna get good with happy and mad (since i hear people say its the best character in the game). I really suck at approaching and comboing with mad so if anybodys good pls give tips
pointers for Mad? You can stick to Happy and throw fb's until they try to approach, which will depend more on their level of aggression or blocking abilities. You can swap to Mad once they get about mid-range and approach with dash or short hop aerials. Mad's charge atk is also useful for getting in, especially if you have charge, because you can threaten or feign using the super to try and get them to make a mistake like a preemptive jump you can punish with dash or a short charged attack. I've also used their taunt to fake a swap so my opponents tried to get in a better position for the other stance and catching them off guard. Hope this helps, go kick their butts!
day 232
Really curious if you (or anyone else) have made a discord server for this game? I've been playing for a bit now and only recently realized there were some motion inputs and something that feels like a hidden gimmick or trait for each character, like Shella having a guard charge mechanic, and Totem having a dair (with armor I think?) and a second jump, but I haven't found any resources that talk about them (sorry if you've mentioned it in some past patch notes or a comment somewhere and I just can't find it) and I think a discord server or something similar could help extend the reach of the game and allow information sharing in a way that would still let the hidden stuff be discovered first hand if that's your intention. You potentially don't even need to worry about adding networking features right away since software like Parsec exists!
As a long time FGC fan who's only recently really decided to try and play them, I greatly enjoy the concepts and all the design choices I've seen implemented so far. I love how each character is representative of most archetypes you see in fighting games, and making them monsters really let's them stand out from the ~2000 anime 2d fighters out there. The simplistic control scheme is great for onboarding people outside of the genre, and the movesets (like the actual buttons you press to do the different attacks) is really helpful in roughly highlighting the importance of each attack to their archetypes. I've been able to use this game consistently to lay a basic groundwork for my friends before explaining the subgenres and differences between them, and the rosters each game has in comparison to this cast.
TL;DR, stellar work so far, I'd love to see a community grow for this game, I think it has the potential to be a phenomenal tutorial on the genre as a whole, with enough hidden depth that it can still be enjoyable for veterans, and I can't wait to see what comes next either for the game or from you as a developer!
Egg on my face edit: found comments talking about the secrets, but I still think a more accessible medium for the community would be beneficial. (If there's no server yet, I would be more than willing to help out, btw)
i've been playing this game for a while now and I have't heard of any servers for the game, but I would love to help out in the creation of one!
add me on Dc: alpacalorde
Thank you for the comment and all the nice commentary! I am glad that you enjoyed the game.
There is no official discord server for Monster Battlegrounds, but I would support an unofficial server if someone made one. For now, a lot of people just discuss the game in the comments here.
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looks fun
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hey if y'all are waiting for a new update go play generic fighter maybe
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I'm still impatient but take your time
Maybe the update will add new characters. Looking forward to it :)
day 211
like if you're just fixing a couple bugs just release it and release an emergency patch like 2 days after
It's more than that. I reworked the entire animation system because the previous version made it so that i have to manually insert each frame for every animation and color variant of the animation, but it's much more efficient (and clean-looking) now.
There are also 2 new "features" (idk if 1 of them is considered a feature) in the next update which require a lot of animation time, but i am sure that people who already like the game will enjoy it.
Lastly i have to focus on the backgrounds. I know that player probably don't really care too much about new backgrounds or slight improvements to old ones, but i need to do it for a portfolio piece for a job that I'm trying to apply to, so it's unfortunately not optional, though i will try to focus on other stuff first so that i can perhaps release the update in 2 parts (1 with the new stuff, and one with the backgrounds).
I'm glad that people are still playing, and over the last month i have been working on the game a lot. A new update IS COMING, i will try to finish it as fast as i can, but i also have a job, so i can only work on it in my free time.
oh ok thanks
I'm just impatient I'm sorry take your time