I agree with other guys, some opponents are too dificult. Balancing could be resolved by adding a shield button. The art direction is fine and doesn't need much work.
I think it's quite a bit of intricacies jam-packed into 60 seconds, with the two characters, and the different weapons. It's fairly easy, except for the red guy - he's kinda hard to beat.
So you've added your voice. Probably want to have each voice play once when you're going through the menus, and maybe turn down the volume on them a bit. You added every voice except a "time's up!", haha!
Regarding the moves: In your full brawler games, I tend to mix them up a lot more, but in 60 seconds, I'm pretty much just mashing whatever I press to attack, and not worrying to much about key combinations (prolly why I'm having trouble wit the red guys. (: ).
I also like how the characters turned out, and the animations. (:
- Ziro out.
I'm surprised you find the red Boxer Robos to be the hard ones. I definitely find them to be the easiest since they don't shoot.
Yeah, I did mean to add "time's up" but I forgot. Like I said, tired.
Regarding the moves: I think it's not just the 60 second limit. These characters aren't as well planned as usual, and since I've been mostly struggling with image sizes and timer codes, they haven't received their due post-planning attention either.
The best part is the girl
Thanks. I thought so too.
It's a passable game. Graphics could use some improvement and there is little replay value, but not a bad execution of the concept.
Funny you should say that. The various options give it more replay value than any of the other 60 second competition games. We're not allowed to have any upgrades or achievements that last outside the single 60 second match, and I'm not even sure if my battle options will be allowed.
As for graphics, this is only my 2nd time using this style (PicoBrawler2012 being the first) so I'll strive to improve upon them in the future.