Dear DefSauce, just a 2 cents.
I stumbled on your game and was intrigued. I understand that with all that happened in the past (recently) it is important to show affirmation and it shows in your game, for sure. It is Black Otaku 2 after all. That is clear. In 2017-2018, I was starting to do a traditional fighting game, (sadly) I had hd failure half-way and stopped/grieved. Maybe I’ll get back the lost data (not counting on it because disk may be unrecuperable, and it costs arm/leg to do a data extraction of a failed disk), thus I did a sort of mea culpa and started an another game/other genre (but I will come back to my fighting game; it is inspired by MK1-11/SF2-5/KI1-2/TK7/KOFXVIII/etc…). Building a fighting game is the hardest game there is to make (ok maybe not, MMOs are the penultimate hardest), because so many variables; from hit-frames, moves, flow, roster, stories, etc. It is interesting because your game is showing more african characters, which is good - the moves that the woman does are pretty impressive; I understand this is preliminary but it’s looking up. It feels more like a mobile fighting game because of the cell shading feel. Nothing wrong against that, it’s a style, but it kind of fits well with the gritty style (like the logos/graffitis on the walls - ‘‘I put the noob in noobian’’ (you are nubian from Ontario? license plate truck)), I am canadian too. The others logos are stronger though (political), that is something we have to be careful because it may send a message that is taken the wrong way; most games try to be apolotical (even if, in truth, All games are political…even ones that are apolitical; because there is always a moral/story and has elements relating to reality/fantasy and these always have political connotations). But, I understand, to wish to show a specific dev made product and show a new outlook (instead of regular outlooks from the regular people making same games). I look forward to seeing the results, and it’s cool because as white person as I will play black charactesr in fighting game; and not simply say I play graffiti rap thugs in this game (games that were good were 50 cents: Blood on Sand, D12, DefJam (I am guessing this one a strong influence and for your use name too). A biggest element that helps to differentiate fighting games is the roster, how unique it is; if the roster is bland it’s very hard to sell it. Also, great moves help a lot, tight hitboxes, and people complained that the roster is too small or the stories (what stories?..no stories)…
thus, it is the old ‘I want to play as Ryu or as Balrog or D.J.’ - these are recognized ‘icons’; all them have great stories and you kind of root of them; even a 2-lines story is better tha nothing because you ‘characterize’ your character and not be a ‘faceless’/generic warrior. Generic feel Absolutely destroys a fighting game, it must Never be generic. It be unique, punchy and delivering; this will capture attention of audience (especially nubian fighters and yes, noobians too who want to learn it), and they even looked past some of your political stances and say, this dev Def-initely made something good, it’s the DefSauce, and it tates good. Thus, there needs to the sauce that made these old fighting games work; (there is one, it’s that magic (sauce) ingredients); that make the game fun and engaging. Plus, other things, sound, crucial; soundless fighting games perish, no feel to them. Also, balacing is so very important, fighting games taht failed had terrible balance and the warriors were underpowered or overpowered (from their moves to their health bars…stamina etc; some people used the charactesr ‘cheaply’ to win and that harms the game quick; players abandon/feel game is cheapfest), that’s another thing; fighting games are (a dime a dozen) thus, you must ‘win’ the audience to ‘want to learn it’ when MK or TK or KI are right around the corner (AAA fight games with the budget of 50 millions), for player, there must be incentive ‘to learn the mechanics’ of the game. If no incentive, the player tells himself/herself, better be playing a popular AAA fighting game than learning an obscure niche indie one. They say :‘‘fighting games live or die on their audience’’, if audience drops it (because uninterested/don’T wanna learn it), then, that’s it; you will be the Sole player of your fighting game. It’s why Capcom was so adamant to Improve their rollback ‘netcode’ (on SF5) to make sure it’s smooth and no ‘lag/ping lag/issues’ online, frame rate jerking…because that destroys game (online). People wish online fighting game, mostly; but not a necessity; but helps greatly - if people can ‘reach’ other ones to play a match/duel online…it helps the game greatly (than just the ‘offline/friends -vs. couch mode’). Plus, online is the ‘arcade’ of the old days, arcades don’t exist basically anymore; now it’s the ‘eSports’ rage…and also, online matches (which are basically ‘long distance ‘arcade’ matches of old’; like in an/‘at the’ arcades;but virtually/online). Ok, I’ll finish by saying: ‘Skiddy Feets’, skiddy feets, never in a fighting game, a deathknell. Some more tricks: increase frame rate - always make movements smoothe - games like SF run at 60fps, nothing less; 30fps, no good, ‘can’t visually read’ ‘fast reflex movements’ everthing looks ‘saccaded/jerky frames’. Tight-frames, Tight-Timing (of moves hit connect), Tight-Foot on the floor/weighty bodies (not floaty puppets), if you render your animations at higher frame rate you obtain more data/smoother moves, better game; I fighting games Needs smooth high frame-rate to function well (SF/MK/TK all 60fps, min). That means 16ms to make it happen. A larger roster (above 8 characters, too little, need at least 15…and that’s low; most fgs have 30-50 characters to not make the game too repetitve/too quickly, make different encounters among various characters with unique stories each, never more than 1 or 2 ‘duplicates/clones’ (ryu - ken, scorpion - subzero). As for the background it helps to a visually enticing bg - bgs can make a Huge difference to fgs…because people ‘remember these bgs’ - they associate them - with the characters. I.e. the bgs ‘become characters’ themselves/entities you wish to explore - by your gaze; a dull env makes for a dull fg quick (imagine the training room of SF5 - but on All levels…it would be dull quick); I don’t know if your game is a traditional 2.5D ‘parallax-plane’ fighting game (like MK/SF) or like a Tekken/Virtua Fighter/Soul Calibur ‘3D arena’ where you move all around/dogde move in the 6 axes; while the camera stays in front viewing both warriors). It’s complicated to make a quality traditional fighting game for an indie, it’s feasable just really hard (when as said Capcom or Midway were teams of 500 people working on 1 fighting game). These are (just personal) suggestions.
Thank for reading, just a 2 cents.
Wishing good luck on your game.