- Joined
- Aug 3, 2021
I think the art style is neat. The gameplay looks like generic boomer shooter fare though. Hopefully it has a couple of unique mechanics that give it an identity besides "lol remember steamboat willie?"
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The animation from that game was likely inspired by Bruno Bozetto from Italy, they even made a series with 13 episodes:This has more in common with modern calarts than it does with 90's style. No need to correct the OP since it's not even out yet.
I couldn't find their previous stuff. I will update the OP accordingly.Also Fumi is an animation studio that worked on multiple projects on the past
Exactly.Looks like a black and white Flash game with Cuphead assets filtered through a CalArts lens.
Imagine if there was a game where you could somehow (I'd have to think through how controls work) squash and stretch arbitrarily to avoid being hit.I want this concept except with actual working cartoon physics like squash and stretch, rubberhose physics and pits not affecting you if you can't see them. As is, it just looks like a Unity template shooter with some textures replaced.
Most likely, but I personally think the clipart tier art style of Fallen Aces is worse.So is Fallen Aces going to steal all of Mouse's thunder?
Reminds me more of Archer than old cartoonsSo is Fallen Aces going to steal all of Mouse's thunder?
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Fallen Aces on Steam
The A.C.E.S. Watchful guardians of Switchblade City. Being taken down, one by one. Now it's up to one man, with two fists, to get to the bottom of it all. Fallen Aces is a crime noir FPS that plays right out of the '90s and looks right out of the comics.store.steampowered.com
Map each to a key or shoulder button, it locks you place while held, and your direction inputs shift your hitbox relative to the effect being held. It would have to be a quick and snappy sequence though to be useful in anything like combat depending on how demanding it is. For slower, more correographed combat it could probably be a more free-flowing mechanic, but for higher intensity stuff you may want some kind of "tell" for which should be used and make them "dodge variations", but that's extremely lazy imo. Slower and free-flowing would probably be more fun for a mechanic like that.Imagine if there was a game where you could somehow (I'd have to think through how controls work) squash and stretch arbitrarily to avoid being hit.
Bullet time.Map each to a key or shoulder button, it locks you place while held, and your direction inputs shift your hitbox relative to the effect being held. It would have to be a quick and snappy sequence though to be useful in anything like combat depending on how demanding it is. For slower, more correographed combat it could probably be a more free-flowing mechanic, but for higher intensity stuff you may want some kind of "tell" for which should be used and make them "dodge variations", but that's extremely lazy imo. Slower and free-flowing would probably be more fun for a mechanic like that.