No one in their right mind would bet their stock on a single read. Punishment in the game for making a wrong read, especially grabbing and parrying, is pretty much a K.O. It’s not a random guess, because people can fundamentally not be random. Every competitive game has this in some form. The upcoming ‘pivot’ tech on the left and regular turning on the right.įor everyone not aware of all the hip fighting game speak: a read is short for predicting your opponents next move and acting upon it.
Swing recovery remained the same as the original however, although that’s still something interesting to tweak in the future. From this mindset came the double jump turns and reverse aerials, the return of late turn swings and, most recently, pivoting. This plays into the ‘easy to pick up, hard to master’ ideal, so I liked it more. I started to adopt a methodology of tech-to-circumvent where you could get more flexibility if you worked for it. Once some flexibility was sacrificed in Blaze, signs began to show that it didn’t really feel right (it did look good for that matter). You could get pretty damn far spamming in Lethal League, which isn’t necessarily a bad thing. A higher movement speed will be introduced to remedy this in the next update.Ĭommitment is a new concept for Blaze so to speak. This does make the movement seem relatively slower in the end. However, overall stage size was increased and each character was also sized up a bit. It was important to me that the high speed feeling of the game stayed. Many numbers remained the exact same coming from the original game. Let’s go over some choices in Lethal League Blaze, intentional and incidental, what was and what’s to come. Although even the original game varied wildly over time, people tend to forget. Of course the latest entry, Blaze, is the biggest jump. It has seen it’s fair share of changes over the years. Lethal League Blaze is out and banging! It reached number one best selling game on Steam during the release and it placed #7 best rated game on Steam of 2018! The game went from two week prototype, to Steam hit, to arriving on consoles and spawning a sequel that is our most successful game yet.