I plan on downloading the PS4 demo and playing it this weekend. I'll probably back the game no matter what, because I <3 the Skullgirls team. You are all good people.
I do have one request, though, Ravidrath:
I think that all games should have some kind of spontaneous defensive action available. Skullgirls has pushblocking, Smash has DI, and most action games have dodging. Valkyrie Profile had nothing - you just had to watch your characters get hit.
Furthermore, the entire D-pad isn't needed when playing Valkyrie Profile. I forget; maybe it had some use, but it wasn't a necessary use. In the name of fighting game history, and good game design in general, I would
ADORE it if MikeZ made each D-pad button a parry input. However, in a game like this, parrying might seem too strong - negating all of a monster's damage whenever it attacks seems like a big deal. Here are some ways to make parrying "fair":
-Give parrying a 10 second input cooldown, so it can't be mashed.
-Give parries a generous input window; maybe 10-15 active frames.
-Give enemies feint animations to bait your parry before they attack.
-Give enemies multi-hit attacks where they jump from party member to party member, slashing away and forcing the player to react quickly.
-Multi-hit attacks have to be parried on the first hit, and every subsequent hit, to be negated.
-Give enemies mix-up attacks where they do something like throw a fireball, and then teleport behind you; which one do you need to parry first?
-Some enemies could have charge-up attacks, like a laser-esque attack, that comes out quickly after the charge. As the player, you are constantly watching for the laser to fire (few startup frames) while parrying other attacks from other enemies.
A little hitstop during the parry would be ideal to aid timing against multi-hit attacks.
As a lifelong RPG fan, the biggest reason I have stopped playing them is the lack of skill required. I'm too old to love grinding for XP and upgrades - it's just tiresome, and my full-time life can't handle it. Parrying would mean any level party could take on any opponent in the game if you were properly skilled, and would also open up replay options for dedicated fans (level 1 runs, etc. - make sure this is possible!).
If you would just pass the idea along to MikeZ, I would really appreciate it. One of the reasons I am eternally a fan of you guys is your willingness to listen to fans. You have respect for the community that supports you, and I appreciate it. Even if he isn't big on the parry idea (which would be a shame!), maybe he'll be willing to consider defensive actions tied to D-pad inputs so combat is more fast-paced and varied on the defensive side.
Here's to hoping a D&D-style Rakshasa is present in some fashion: