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D Factor

ANIME-style 2d turn-based fighting game, · By ssjin3

Bugs and Suggestions

A topic by Infernal created Feb 08, 2026 Views: 219 Replies: 6
Viewing posts 1 to 3
(3 edits)

(This is the first of 2 posts I plan to start with for this thread.)

To start, I think your game looks really interesting. Of course, I love the artstyle, but I think the combat's pretty cool too. Definitely a lot of room for creativity with the mechanics you have. Which brings me to my first criticism: Specials could be A LOT more diversified between fighters; currently Meilen and Lime are the only ones who have Specials unique to them. So I came up with some ideas for potential new Specials.

Jota: For the rest of the fight, each “successful” normal attack/block (no misses for player, at least 1 hit/block for AI) triggers an unblockable attack that does a Critical Hit

Jen: For a limited time, every 3rd attack blocked (every 1st attack for AI) triggers a Combo Breaker

Lime: For a limited time, damage received from the opponent is also dealt to them (*although Lime already has a unique special, I thought this would be more interesting strategy-wise)

Trinity: For a limited time, Free Combos and Super Attacks stun the opponent, making them unable to act on the next turn

Kinteron: For a limited time, the duration of normal attacks and Free Combos are doubled

Bug: For a limited time, every 5th normal attack blocked causes a Guard Break, preventing the opponent from blocking any more attacks for the rest of the turn

Big Ben: The next Super Attack does 50% more damage; this Special can be used multiple times

Ariel: Limited time for this Special is renewed 2 times; each time the limited time expires, the current turn ends and a Super Attack is triggered

Haruky (*buff for her special): In addition to reducing the opponent’s Energy, the opponent’s Energy Charge is disabled until they perform a “successful” normal attack/block

(3 edits)

(2nd post)

I attempted to stream your game not too long ago. I found a couple of nasty bugs along the way (sound bugs, retries in Story mode not working properly, huge delay in going back to Story mode after leaving, the HP upgrade not working), so I had to end the stream early. I did a lot of yapping at the beginning, so you'll wanna start at 35:00, which is when I start playing. It was my first time playing, so pardon the fact that I currently suck (despite that I attempted to play on Hard difficulty).

Developer(+1)

Hi!! Thank you so much for trying the game; your recommendations have been noted.

Yes, it has several bugs. In fact, I had started working on a new version with similar mechanics but for mouse-only play, where points would appear randomly around the character.

Therefore, I'm not entirely sure whether to fix the current version and release the second version as a SPECIAL or FACTOR D TURBO XD. The new version has something interesting: to access special attacks, you have to build up energy by landing weak hits, and the specials have more interesting animations. But, well, due to personal reasons, work, and other projects, FACTOR D has been put on hold.

I don't know why, but I have more people playing KUNOICHI than FACTOR D. The truth is, I have many projects and little time.

Anyway, I'm sure I'll get back to it.

Hey there. Thanks for getting back to me. I did see one of your videos about that new version you were talking about. Looked interesting. I'm used to playing games under solo development, so as long as you're still working on either version, I'll be sure to check back from time to time to see what you do. Best of luck.

Developer(+1)

Hi! How are you? I wanted to tell you that about three months ago, I returned to this project and made some big changes. First, I reprogrammed most of it. I'll tell you about the improvements, and I'm taking into account several points you suggested that I found interesting and will probably implement.

Here are the changes:

1. Now there will be a 5x5 grid of generic enemies. You'll have to defeat between 2 and 5 of them to access the bosses or main characters.

When you choose an enemy, there's a chance it will come with an item (card, I'm not sure what to call it) that slightly modifies the character's stats. For example, MP (that's what it's called now; before it was ENERGY) starts at 100%.

Or a percentage increase to STR, or shields. Enemies now have shields equipped, ranging from 1 to 10. The only way to break a shield is with strong attacks, and if it's not broken, normal attacks won't do any damage.

The DEF stat has also been modified. These items can be stolen by certain enemies, and when they are stolen, these stats benefit the opponent.

The special moves are already in place, but now they must be discovered. First, there are the weak attacks, which increase MP. MP is needed to perform strong attacks. Weak attacks now appear in a sequence on the half of the screen where the enemy is located, very similar to the previous version, but now they are circular and not in a line. The game is also played with the mouse, not the keyboard. Each enemy or boss has a different system. For example: Trinity: a button appears, remains for a while, and then disappears; you have to click the button.

Another enemy appears randomly, but the button moves to the left, with varying speed depending on the enemy.

Another does the same, but the button moves up and down (Sine).

And finally, the buttons appear and move in a random straight direction, making it more difficult to hit if you move quickly. The speed at which these buttons disappear when we're defending depends on the SPEED stat. Strong attacks don't use this mechanic; instead, they're linked to a stat called IMP. When my MP equals the number of hits, I can perform strong attacks, subtracting 1 MP for each hit. At this stage, I have to guess the sequence to unlock the special.

For example: StrongAttack, GF, GD, GD, PD, PD. The character launches into the attacks, and if the sequence is correct, the special is executed. For now, I've modified some of them, but it takes a lot of time, so I'll leave most as they are. Later, I'll modify and add more, as it requires more work. If the sequence is correct on the first or second hit, the discovered sequences are shown at the top. This system is very similar to Legend of Legaia.

When you win a battle, you get three cards that increase your stats. They have a bug, but I haven't focused on it yet because I worked on it a long time ago.

The super attacks are still the same.

Another thing is that enemies don't use MP in order to perform strong attacks; it's random. If they have MP equal to or greater than a special attack, they'll also use it randomly. I'll remove the SURVIVER mode or make one where HP doesn't regenerate between battles and only the main enemies appear, like in the original tower-style version.

Aside from all this, I think I'm about 60% finished with the game.

One of the things I wanted to add was new illustrations, because I don't like some of the ones. I also wanted to change the cover art and add frames to the status effects (hit, defense, hit) to make it look smoother. The super attacks still look like they're in comic panels, and I was thinking of making them fully animated, but that would take too much time... anyway.

I'm streaming the development of both games regularly, or at least twice a week. I have the Kunoichi game, which is Jen, the same character from Factor D, but she transforms into a ninja.

Here are the channels where I upload updates:

Development:

https://www.youtube.com/@SSJIN3

Illustrations:

https://www.youtube.com/@ssjin3dibujosmangaanime878

Animations:

https://www.youtube.com/@2Dimensionalz

I'm going to take several of your suggestions into account. Thank you very much. I also wanted to know if you have Factor D on Steam. If not, I'd like to give you a key.

Cheers!

(1 edit)

Hey. What timing, I just jumped on itch.io and caught this message 3 minutes after you sent it. These changes sound very interesting! I'll be sure to follow the updates, and I look forward to giving the game a try once it's set up. Thanks for getting back to me about this!

Edit (I missed your question at the end): I don't have Factor D on Steam. I do have a Steam account, but I do almost all of my searching for games on itch.io nowadays.

Hey. I’ve seen a few of your streams now with the new version of your game. It’s been nice to see the more artistic side of development. Seeing gameplay has inspired some more ideas out of me, although I’m hesitant to share after seeing how much you’re already doing for development. However, since these might be interesting to play with, I’ll leave them here.

  1. Additional properties for weak attack buttons (when attacking or defending):

    a) Requires multiple clicks

    b) Requires clicking the center

    c) Different sizes

    d) Gets smaller over time

    e) Multiple appear at the same time

    f) Drag to a certain spot on the screen

  2. (This idea might not be worth anything since I don’t know how well it would work with your game.) Instead of choosing a card at the end of a fight, the player chooses a card after choosing an enemy. (To make it more interesting, for every 5 enemies defeated, the player must choose an extra card.) The enemy receives the boost from that card for the fight. After the player defeats the enemy, they receive that boost.