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Last 48 hours of Kickstarter + What we would like to add in the game #1

  • 2 days ago
  • 4 min read

Hi everyone! We hope you're doing great! 😊


Here we are starting the last 48 hours of our Kickstarter campaign! We’ve passed +115% funding already! More than 1,040 backers have put their trust in our project, and we’re incredibly grateful. Thank you all, it truly means a lot to see how much A Fighter’s Nova: Mindara resonates with you!!


Given our last survey, many of you were interested in knowing our vision of the future of the game, so let’s get started!


We also made a gameplay trailer that explains more in depth the gameplay of our prototype!



We also took quite a bit into account the feedback you gave us throughout the campaign!

  • Accessibility and Control 

    You’ll be able to fully rebind your controls in the final game, no matter what device you use. Accessibility is also a priority: spatial audio for blind or visually impaired players, color‑blindness options, and more features to ensure everyone can enjoy the game.


    If you have specific needs, please let us know so we can support you best.


     

  • Co-op Mode 

    We really want players to be able to enjoy the game with a friend. Local co-op mode is guaranteed in the final version. As for online co-op mode, that will depend on funding: if we secure the necessary resources, we’ll be able to develop a full-fledged online mode so you can play remotely with your friends.

     

  • Detection System 

    We’ve started implementing an enemy vision system: stay in front of them too long and their alert gauge fills up, triggering combat. Close‑range encounters will also have a unique intro animation with small bonuses. In the prototype, enemies are still easy to dodge, but the final version will make them far more reactive, more aggressive, more aware, and harder to avoid. 

    A stealth system is planned, letting players move quietly while enemies respond differently depending on noise and distance. We have plenty of room to expand this with new characters, enemy types, and environments, opening up many possibilities to enrich detection and make encounters more interesting.


  • Localization Options 

    The prototype currently includes English voice‑over, with English and French subtitles. For the final release, we plan full subtitle and UI support in English, French, Spanish, Italian, Brazilian Portuguese, Chinese, and German.  English and French voice‑over are already confirmed, and we’d love to add more languages depending on community interest and production budget. Our goal is to make the game accessible worldwide, and additional localization will grow with the support we receive

  • Grab Mechanic   The grab mechanic is still being explored. In PvP, it works well as a way to break guard and create openings, but in PvE it needs a different purpose since “tricking” an enemy doesn’t have the same impact as surprising a real player.  In PvE, the grab could instead break armor, trigger a fight phase, or open a specific attack window, for example during the duel with Den in the prototype. The system isn’t final yet, but we have several strong directions to give the grab meaningful utility in PvE. 

  • Special Boss fights  For special boss fights, we want to go much further than what’s shown in the prototype. There will be more storytelling, dramatic staging, and unique patterns for each boss.  The Den fight is just a first glimpse, his regeneration phase and the hunter’s intervention are a very simplified version of what we’re aiming for. Our goal is to make each boss encounter dynamic, with hazards and events that force players to adapt.  This could include narrative moments during combat, environmental interactions, or shifts that change the battle’s pace. We’ll keep expanding both the narrative and strategic layers so every boss fight becomes a memorable highlight in terms of gameplay and story. 

  • Type-Strength/Type-Weakness  We’re going to incorporate a Type-Strength/Type-Weakness system, in the spirit of traditional RPGs. Players will be able to use attacks associated with different elements (water, fire, wind, earth) and each type will have its own strengths and weaknesses depending on the enemy they’re facing.  Some enemies will themselves belong to a specific type, which will directly influence the effectiveness of attacks. The goal is to add a strategic layer that is simple to understand but rich in possibilities, so that players can adapt their choices based on the situation, just like in many classic RPGs. 

  • Stronger Visual Effects  We also want to push the visual intensity even further. That means adding more impactful VFX, with stronger hit reactions, ground‑smoke bursts, shockwaves, and clearer visual cues that make every strike feel heavier and more satisfying. 

  • More various combat mechanics  In the prototype, combat is intentionally simple, meant only to show the core direction. For the final game, we want deeper, more technical, and more satisfying mechanics.  We plan to expand parries so they create openings, trigger actions, and reinforce the skill‑based feel. We also want to develop ally combos, letting players chain complementary moves, build synergies, and pull off more spectacular actions.  The goal is a combat system that keeps the spirit of fighting games while fitting naturally into a JRPG, more depth, more strategy, more variety, and battles that are both readable and rewarding.


It's just a small list of what we would have liked to offer you. Of course, the list of what we want to have in the final game is much longerrrrrr!!!


Do you have any ideas of what you would really like to see in the game that is not on this list? We would love to discuss it with you on Discord!


The BadRez Games Team

 
 

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