- Joined
- Jun 5, 2019
- Messages
- 40
- Reaction score
- 33
- Points
- 18
- Age
- 44
Game version: from 3.2.1 to 3.3
Platform: Android 9
Phone: Huawei P smart 2019
Location: Brest, France
In-game author tag: Lulero
Job: Research Engineer since 2005
Prior experience with similar games.
I played fighting games back in the 90s, absolutely loved Street Fighters 2 Turbo on SNES and Mortal Kombat on Megadrive. I also played some Tekken. It been 20 years since without any.
I played some “Gatchas” more recently, mostly “Idle Heroes”. I also gave a try to several others among the usual suspects (“Summoner Wars” and others).
I’m mostly playing on PC nowadays though, SkullGirls Mobile is thus pretty far from my usual gaming experience.
Why did I start playing.
Got a new phone, browsed app store. What worked for me were:
Current progression.
From nothing early in 3.2.1, I’m now at 1500 rift rating with a combined FS past 140k from my top 20 fighters. I cleared all the stories right before 3.3 released some more, all the master dailies and, for 3 weeks now, I’m able to clear Accursed Experiments. Primed prize fight is the last one I didn’t manage to get top 10% reward (about 2? months ago). As you can guess I’m pretty active, at least 4 hours daily.
First impressions.
At the time (early in 3.2.1), game had a lot of server issues and timed out on a regular basis. In particular, I won’t comment on the tutorial as it was quite painful going through it due to disconnections.
I still got hooked though, and glad I did since servers felt more stable after 2 or 3 days of playing and, as far as I understand, it got even better with 3.3 and will keep improving.
Sound Track is right in my alley. The only thing I dislike about sound is that, when grinding, you get to hear repetitively at most 20s of a few pieces for possibly hours long sessions.
User Interface is intuitive. I took some notes about a few bugs and annoyances, but most of them are addressed in 3.3. Positively impressed by the involvement of the team. Some Special Moves and Blockbusters could use some more documentation, at least a link to a website (but I don’t know of any that could be linked). An illustration with the move hitbox would be particularly helpful. I'd also love to see a clear visual indicator on which character will be at the front when setting a defense team.
Gameplay is surprisingly good considering the challenge (fighting game on a phone). I wouldn’t believe it works if I wasn’t already playing it. Right from the start I could see that there is a lot to learn skill-wise to be a better player. I was not overwhelmed by the controls and included “advanced” moves much later down the road (I did not use block for the first two weeks of active play or so).
Progression felt nicely paced. I especially like the fact that money doesn’t help much in this area. Everyone is in (mostly) the same boat when it comes to level fighters up. Here is probably the main reason why I like SkullGirls Mobile: I do NOT feel like I’m fighting against designers trying their best to milk me dry. THANK YOU for taking good care of your players.
A word about Power Up . It is a huge waste of your fighters, that’s the first tip anyone will give to a newbie. Still, most won’t ask for tip before they played a little and some (like me) will already have used the feature before. An in-game tip is worded as: “Make good use of your unused fighter, POWER UP the ones you like!”. It would be cool if it was true, if not it would make sense to hide/lock the option until you reach your collection cap for the first time, or anything fair you can think of.
Platform: Android 9
Phone: Huawei P smart 2019
Location: Brest, France
In-game author tag: Lulero
Job: Research Engineer since 2005
Prior experience with similar games.
I played fighting games back in the 90s, absolutely loved Street Fighters 2 Turbo on SNES and Mortal Kombat on Megadrive. I also played some Tekken. It been 20 years since without any.
I played some “Gatchas” more recently, mostly “Idle Heroes”. I also gave a try to several others among the usual suspects (“Summoner Wars” and others).
I’m mostly playing on PC nowadays though, SkullGirls Mobile is thus pretty far from my usual gaming experience.
Why did I start playing.
Got a new phone, browsed app store. What worked for me were:
- HellCat app icon
- Reviews, especially the parts about no “paywall”
- A fighting game felt like a refreshing experience
- The absence of a guild system is actually a major plus for me. I probably wouldn’t have started another “gatcha” if it had one.
Current progression.
From nothing early in 3.2.1, I’m now at 1500 rift rating with a combined FS past 140k from my top 20 fighters. I cleared all the stories right before 3.3 released some more, all the master dailies and, for 3 weeks now, I’m able to clear Accursed Experiments. Primed prize fight is the last one I didn’t manage to get top 10% reward (about 2? months ago). As you can guess I’m pretty active, at least 4 hours daily.
First impressions.
At the time (early in 3.2.1), game had a lot of server issues and timed out on a regular basis. In particular, I won’t comment on the tutorial as it was quite painful going through it due to disconnections.
I still got hooked though, and glad I did since servers felt more stable after 2 or 3 days of playing and, as far as I understand, it got even better with 3.3 and will keep improving.
Sound Track is right in my alley. The only thing I dislike about sound is that, when grinding, you get to hear repetitively at most 20s of a few pieces for possibly hours long sessions.
User Interface is intuitive. I took some notes about a few bugs and annoyances, but most of them are addressed in 3.3. Positively impressed by the involvement of the team. Some Special Moves and Blockbusters could use some more documentation, at least a link to a website (but I don’t know of any that could be linked). An illustration with the move hitbox would be particularly helpful. I'd also love to see a clear visual indicator on which character will be at the front when setting a defense team.
Gameplay is surprisingly good considering the challenge (fighting game on a phone). I wouldn’t believe it works if I wasn’t already playing it. Right from the start I could see that there is a lot to learn skill-wise to be a better player. I was not overwhelmed by the controls and included “advanced” moves much later down the road (I did not use block for the first two weeks of active play or so).
Progression felt nicely paced. I especially like the fact that money doesn’t help much in this area. Everyone is in (mostly) the same boat when it comes to level fighters up. Here is probably the main reason why I like SkullGirls Mobile: I do NOT feel like I’m fighting against designers trying their best to milk me dry. THANK YOU for taking good care of your players.
A word about Power Up . It is a huge waste of your fighters, that’s the first tip anyone will give to a newbie. Still, most won’t ask for tip before they played a little and some (like me) will already have used the feature before. An in-game tip is worded as: “Make good use of your unused fighter, POWER UP the ones you like!”. It would be cool if it was true, if not it would make sense to hide/lock the option until you reach your collection cap for the first time, or anything fair you can think of.