But yes, it's really fun, and I love the feel of it all. Quite nice.
It looks/sounds/feels great, awesome job!

Thank you.
Any chance of this game eventually having netplay?
Chevy said he would help with that.
Everyone having some sort of projectile defense is great.
Except Nikujin. But he's fast enough to dodge most projectiles.
Oh god Trilby can AAAAAAAA really fast... not an issue of being hit, but it would be hard to block and counterattack, I would guess.
Yes. The attack has short reach, though, and you can generally only get two hits in before your opponent is knocked back too far.
Is Trilby vB a shield of some sort? The hitbox doesn't follow him. :/
It is a counter. It blocks any attack that hits him, and disables it so that the attacker can't use it again for a time. The hitbox is just a placeholder graphic to show that the attack is being used.
Liero still looks a little unbalanced. Some really good matchups, a few kinda bad.
Liero has a surprisingly diverse movelist. Even against opponents with good projectile counters, he can be effective with the Flamer and Fan, and a few well-timed Super Shotgun blasts.
[/quote]I'm sad you can't fan Liero's bombs anymore[/quote]
You can still fan his bombs. There is a glitch preventing him from fanning his spikeballs, though, which will be fixed in the next release.
I get this error:
Actually never mind, it's working now. I did the quality=0 thing.
A lot of graphic cards can't draw GM's surfaces correctly, which are used to display the pixel art more nicely. Turning the quality down (which removes the surfaces) should fix most errors.
Whenever someone is hit the whole screen flashes black for me.
EDIT: whenever someone is hit FROM THE LEFT! Attacks from the right work just fine.
Might have something to do with the screen shake code. I'll have to investigate. Worst comes to worst, I could always just include an option to turn screen shaking off.
This is awesome!

:D

The inclusion of multiple stages really makes it feel less like a 'test' and more like a 'completed game' (or at least a demo).
That's the idea. A few more small changes, and I think it'll be ready for a more public release.
I think the screen shake is excellent, but it should be used less liberally - only for the attacks that we really want to have great weight to them. For example, Iji's Neutral-A doesn't even cause any knockback, but it causes screen shake, which just looks weird.
Probably true.
The zoom's cool, but it seems a bit too much to me, gets claustrophobic at times. I think I have suggested this before, but look at this solution:
The game already does this to an extent, but I tried increasing the sensitivity to see how it felt. It helped reveal a little more of the stage, but it felt too exaggerated to me, especially during jumps.
To be picky, I'd like it if the red sky gradient in cube sector was but at an "infinite distance" from the camera, so that it doesn't change with the zzoming and scrolling.
Good suggestion. Don't expect it in the next release, though.
[/quote]Also, music in cs is cool, but it's not from LiCS eh?[/quote]
It's a remix by forum member Lamppost of Moskito, one of the songs used in LiCS. If you want to complain about inappropriate music, focus on the Noitu Love remix playing in the Death Worm Desert.
Maybe the character's throwing is a little weak?
You mean items, or moves like Xoda's >S. Item throwing speed varies from character to character.
Yellow cubes shouldn't spawn other cubes, me thinks
They shouldn't, but I haven't fixed that yet.