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Visual Effects for under-communicated mechanics.#908

A

Hello! First La Reina is super fun and the new patch is really interesting, thanks for all of the hard work to keep this game really fun and accessible.

Part of that accessibility that makes this game so great is visual clarity, but I think a few interactions could use some attention to bring them in line with the overall technical presentation of the game.

Right now, there is no visual effect for projectile invulnerability. Etalus Dash attack and Kragg Up-special both commonly get hit by projectiles, without feedback to the player on what just happened. When I teach this game to new players, none of them intuit that Kragg pillar is immune to only projectiles for the first 50 frames of its animation, they instead think that Kragg pillar cannot be destroyed off stage at all and then get surprised when literally anything can break it easily later. I think if the pillar flashed where it got hit, or dust shook off of it or something to sell the impact then the interaction would feel better.

Second, I don’t think there is a clear visual difference between grabs, hitgrabs, and command grabs. This wasn’t as much of a deal before LaReina and the univeral change to command grabing articles, but I think it would be great if getting grabbed had a color-coded vfx for the type of grab, that way a player could intuit by watching a character fight when a move would or would not go through shield. Perhaps hitgrabs could be the same color as the floorhug arrows to show how that move will counter that mechanic, while command grabs flash your shield color, and grabs could be similar to the parry vfx.

5 months ago

I agree and disagree with this. Miltiverses did something like this, and I felt it took some personality away from the characters :(

5 months ago