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 Shark Reef (Feeding Frenzy)

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Axtran
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PostSubject: Shark Reef (Feeding Frenzy)   Mon Apr 27, 2015 1:57 pm

Feeding Frenzy is a game that needs no introduction. That being said, this stage might. Shark Reef is the final stage in FF. It is a stage inhabited by tunas, sharks, and little barracudas. In this stage, every fish would double as a platform until they went off screen. That being said, the tunas and sharks can also be serious hazards, as could the clams at the bottom as all of theses could eat the fighter.
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Mp3 Toaster

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PostSubject: Re: Shark Reef (Feeding Frenzy)   Mon Apr 27, 2015 2:42 pm

For a game that needs no "introduction". I sure as heck know soooo much about this game. (In other words, not at all) Would you kindly at least give us links or pictures so your thread is more presentable? Plus, I advice you to not assume everyone plays the exact same games as you do everytime and except everyone to know about them instantly too.

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Last edited by Mp3 Toaster on Mon Apr 27, 2015 2:44 pm; edited 1 time in total
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Jaklub



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PostSubject: Re: Shark Reef (Feeding Frenzy)   Mon Apr 27, 2015 2:42 pm

I am afraid your suggestions won't find much applause here seeing how disconnected they are from the Nintendo history
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HypeConduit
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PostSubject: Re: Shark Reef (Feeding Frenzy)   Mon Apr 27, 2015 9:12 pm

You know, I had a friend like you. He literally doesn't play anything besides mobile and contemporary games. He's the type of person that actually says "lol" in real life, with an extremely stern if not totally vacant expression.

He also frequently got into heated Nerf vs. Airsoft debates.
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TrinitroMan
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PostSubject: Re: Shark Reef (Feeding Frenzy)   Tue Apr 28, 2015 3:04 am

Stop posting, Axtran.
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HypeConduit
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PostSubject: Re: Shark Reef (Feeding Frenzy)   Tue Apr 28, 2015 7:19 am

In response to the stage itself though, allow me to point out a couple flaws in your proposed design.

First of all, assuming the fish eating the player equates to death, non-blastbox deaths outside of stamina matches are usually not well executed. I use SSB4's Great Cave Escape as an example, as well as the fight with Master Fortress. These detatched death-boxes are often comboed/knocked into with relative ease and not only make fights unfair for certain fighters, but make them unbelievably fast. It's the situation you see with many walk-off stages. Fighters could grab-throw, grab-release, or do really anything with little executional skill at low percentages to kill others.

Speaking of walk-offs, platforms that glide off-screen are pretty shaky as well. All it takes is a grab-release, or even a simple grab-and-hold to take somebody off stage. Once again pointing to SSB4 stages, Kalos League and Town & City are good examples of why this is unbalanced and ultimately unoptimal. Stages with transformation and travel are usually a bit more balanced because it's much harder for a character to survive their own grab-release.

Also, I don't find much solace in knowing that this would be Crusade's first water-based stage (if I'm not mistaken). If we're going to have a dominantly water-based stage, I definitely don't want it to from this extremely forgettable game.
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TaXMaN
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PostSubject: Re: Shark Reef (Feeding Frenzy)   Tue Apr 28, 2015 7:55 am

If Crusade were ever to have a PopCap rep it would be Plants vs Zombies hands down.
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