Them’s Fightin’ Herds is an indie 2D fighting game featuring a cast of adorable animals designed by acclaimed cartoon producer Lauren Faust. Beneath the cute and cuddly surface, a mechanically-deep GGPO-powered fighter awaits!
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très positives (872) - 92% des 872 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution :
22 févr. 2018
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Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : ce jeu en accès anticipé peut changer ou ne pas changer de façon significative. Si celui-ci ne vous intéresse pas dans son état actuel, vous devriez peut-être attendre qu'il se développe davantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'accès anticipé ?

“We feel that the core combat experience is ready for players to enjoy, and we wish to widen the sphere of feedback as we move forward with finishing Story Mode and the Pixel Lobby's "Salt Mines" feature, a PvP/PvE online multiplayer minigame that lets you unlock cosmetic items for your overworld avatar.

The Story Mode and Salt Mines features are a massive undertaking with a unique approach within the fighting game genre, and so we need a period of player feedback to help us refine the systems behind them as we complete the content.”

Pendant environ combien de temps ce jeu sera-t-il en accès anticipé ?

“Our current estimate for the 1.0 release is Summer of 2019.”

En quoi la version finale prévoit d'être différente de la version en accès anticipé ?

“1.0 launches with the first chapter of story mode. We will release future installments as free updates in the months following the 1.0 release.

Other improvements include a finished pixel lobby experience and numerous refinements to UI/UX, animation, special effects, and gameplay balance.”

Quel est l'état actuel de la version en accès anticipé ?

“The Early Access version contains the full core combat experience, with both local play and online matchmaking options available. We also have an early draft of Salt Mines, as well as a single player Arcade Mode and Target Challenge Mode.”

Le jeu sera-t-il tarifé différemment pendant et après l'accès anticipé ?

“The pricing will not differ between Early Access and 1.0.

If your main interest lies in the game's Story Mode, you can safely wait for the full release without worrying about a price increase. If your desire is to dive into the combat, Early Access already provides all these modes and features.”

Comment comptez-vous impliquer la communauté dans le processus de développement ?

“We will be taking any and all feedback regarding the game's features in order to improve them, but we're especially keen on hearing the playerbase's thoughts on Salt Mines and Story Mode as we proceed in development.”
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11 juin

Development Update - June 12, 2019

For the last few weeks our team has been away on a triple event showcase tour. We made an appearance at Xanadu here in Maryland, hoofed it over to Combo Breaker in Chicago, then immediately flew out to Dallas for Dreamhack. The overwhelmingly positive response we received from players, other developers, and event coordinators was truly moving. Everyone took great care of us. We got to meet some of our top players, connect with tons of new folks, and have drinks with other super-cool indie devs. It’s been quite a month, and now that we’re getting back into the swing of things, I wanted to share our upcoming plans.

Our next patch will be releasing towards the end of this month. As always, you can expect items in the usual areas:
  • Quality of life improvements, especially issues reported to us over the course of our event tour.
  • Filling out placeholder effects and animations.
  • Balance changes and bug fixes.

Interspersed in the next few patches, we’ll be releasing three major features we’re actively working on that must be completed before we’re ready to move out of Early Access into 1.0:
  • Level 3 Supers
  • Salt Mines 2.0
  • Chapter 1 of Story Mode (featuring Arizona)

We still want to do an update to our AI system, but we’re scaling it back from an “overhaul” to an “adjustment” for now. That means focusing on the main goals: bring the medium and lower difficulty levels in line with players’ expectations, and add new battle tactics to certain bots for higher levels.

Next on the list: we’re changing the types of streams we do. Previously we promised a “patch preview” work stream every month, but after doing a few, we learned that this type of content requires too much focus for a team this size. Now we’re experimenting, to capture something of similar value but with less drain on the devs. We’re keeping Monday post-patch streams a regular thing, though. They're fun to do, and the community seems to get a lot from them.

To kick off our new stream campaign, we’re broadcasting three separate shows each day this weekend. Here’s the schedule:
  • Friday the 14th, 3pm PT: “ManeCast” is a podcast-style roundtable. Join Oreo, Cam, MPK, myself, and lead designer Nappy with community members Amaron and Candel to chat about the state of the game and play some casual matches.
  • Saturday the 15th, 3pm PT: “Lindsay’s Work Stream”. Our infinitely talented background artist Lindsay will be streaming her work on a new cave stage for the salt mines. Come hang out and ask questions!
  • Sunday the 16th, 3pm PT: “Sunday Stompin’” is where hitsparks fly and the salt flows. Community members Bubbleboots and Linkster play first-to-10 scrimmage matches with commentary from the dev team, and likely some screaming.

And there you have it. But before we leave the subject of streams, I have some unfortunate news. The VODs from weekend of Combo Breaker, including the Sunday tournament, are no longer available. I did not archive the streams on Twitch in time; I missed the auto-deletion date by 1 day. It was entirely my fault, and I’m deeply ashamed. While it’s unfortunate that the video evidence is lost, the stories remain, and we will make new memories together, starting this weekend.

So concludes my report. We’re hard at work on Early Access Patch #17, dropping in only a couple weeks. For more juicy bits on the specific things we’re working towards, hop in the stream this Friday. Hope to see you there.

Aaron Stavely
Mane6 Production Manager
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21 mai

Early Access Patch #16 (05/21/19)



Our 05/21/19 update is now live on Steam. If you haven't yet, restart your games to receive it. Verify your files to get the update instantly.

Another quick patch before we leave for Combo Breaker! By the way - If you want to see our updates from the event, follow our new Instagram @manesixdevteam

We're starting to roll out some adjustments to colors in the fight HUD and character effects in an effort to standardize and unify. Super meter bars now match the colors of the new afterimage effects during superflash, and each character will have an established "color of magic" that will be reflected in all the relevant places. We're implementing some of these design changes now, but there is more to come in the weeks ahead. Take a look!

Gameplay

General
  • The color of all characters' super meter bars for level 2 has been changed from green to yellow. This should improve clarity and match the color of the afterimage during a level 2 super.
  • The "orb" at the end of the super meter bar now changes color depending on your current meter level. It is no longer character-specific.
  • There is now a HUD element that calls out reversals! Reversals are actions done from block or wakeup as early as possible to evade or interrupt the attacker. They can be either attacks or evasive moves. Not every move that would be a reversal will actually trigger a reversal indicator, yet. Pom's dogs won't.
  • Temporary Fix: To mitigate a known issue with keyboards controlling the wrong player when assigned to player 2, we made it so keyboards may only be assigned to player 1 during controller selection.
Arizona
  • Arizona now flashes green when she gains magic instead of purple, to properly reflect her "color of magic". Her magic meter will be be updated to match in an upcoming patch.
Oleander
  • Properly fixed her character select animation and combat portrait that still had the eyebrows issue. We said this was fixed in last patch, but it actually wasn't (our bad).
Paprika
  • Fixed a model issue where Paprika would gain a goatee made from the void when she blocked low.
  • Fixed a minor color bleed during her 5B.
Pom
  • On Pom's command list, removed the "hit" from "During Stampede" for Big Papa as a requirement.
Tianhuo
  • Tian's air throw has a new animation.
  • Fixed an issue where Tian was missing one of her back legs during her airblock and air pushblock.
  • Tian's old palette flash effect during Ran Shao Feng now shows up if HQ supers are turned off.
  • Added additional details to her command list.
Known Issues
  • If you have an attack that is disjointed enough, you can still do weird things to Arizona's Trample from afar with proper timing.
  • The day/night transition in Paprika's pixel lobby is an abrupt change. We're still investigating this bug and will fix it in an upcoming patch.

EDIT
  • On 05/23/19, we pushed a small update that added the long-missing effect to Oleander's intro.
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Offre spéciale



Owners of Blazblue Centralfiction on Steam automatically unlock exclusive Jin and Ragna Cosplay cosmetics for all characters in Pixel Lobby.



Owners of Skullgirls Second Encore on Steam automatically unlock exclusive cosmetic items for the Pixel Lobby: Cerebella's Hat Vice Versa, And Peacock's Hat and Bomb minion George.



Owners of GUILTY GEAR Xrd REV 2 on Steam will automatically unlock exclusive cosmetic items in the Lobby: Sol Badguy's Outfit/Hairstyle, and Ky Kiske's Outfit/Hairstyle, for all characters.

À propos de ce jeu

Overview

Them’s Fightin’ Herds is an indie 2D fighting game featuring a cast of adorable animals designed by acclaimed cartoon producer Lauren Faust. Beneath the cute and cuddly surface, a mechanically-deep GGPO-powered fighter awaits!

Combat Features

  • 4-Button Fighting - A (Light), B (Medium), C (Heavy), D (Magic).
  • Magic System - Emphasize your character’s special abilities through a dedicated button and a unique resource.
  • Enhanced Super Attack - Spend an additional bar of meter during your super for a bonus utility effect.
  • Juggle Decay - An infinite-prevention system that manages combo length without imposing hard limits.
  • Dynamic Music System - Rockin’ character themes that adapt in the heat of the battle make every fight a treat to players AND spectators.
  • GGPO-Powered Online Matchmaking - For smooth, efficient fightin'!

Game Modes

  • Local and Online Versus - Play at home or fight worthy opponents on-demand.
  • Tutorial and Training Modes - Learn the ropes with guided tutorials, then practice on your own with a fully-featured, data-rich training room.
  • Combo and Target Challenges - Test your skills in character-specific sets of combo trials and target-smashing obstacle courses.
  • Pixel Lobby - An online multiplayer lobby system that allows players to interact and explore in a top-down overworld with nostalgic style. Customize your avatar with cosmetic items collected through various single-player and multiplayer modes.
  • Salt Mines (currently in development) - An "abyss" style multiplayer mode that pits Pixel Lobby players against waves of predators and each other in a contest of glory... and hats!
  • Story Mode (currently in development) - Travel with each champion across the land of Fœnum in their quest to recover a magical key that will save their world from vicious predators. Chapter One will be available when version 1.0 launches in Summer of 2019. Subsequent chapters will be released in the months following, free of charge.

Configuration requise

    Minimale :
    • Système d'exploitation : Windows 7
    • Processeur : Dual-core CPU (2 GHz or greater speed)
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : Intel Core i3 550 Integrated graphics chipset or equivalent.
    • DirectX : Version 9.0c
    • Réseau : Connexion internet haut débit
    • Espace disque : 2 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : Windows 7, 8, 8.1 or 10
    • Processeur : Dual-core CPU (2 GHz or greater speed)
    • Mémoire vive : 3 GB de mémoire
    • Graphiques : A dedicated GPU (Nvidia or AMD) with at least 750MB of VRAM strongly recommended
    • DirectX : Version 10
    • Réseau : Connexion internet haut débit
    • Espace disque : 2 GB d'espace disque disponible

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