Ok, let's come back to the main topic, shall we
I played the game and, since you're actually selling the entire game, I take it that the demo is a reflection of what I can buy.
Here are my overall comments... I'd like to point out that I'm a big fan of fighting games so I might be pecky. You've been warned!
In the option menu. If you're going to tell us how to use your game, please do it in an intelligible way. Key 44 doesn't mean a thing to me.
In the options, if I press the Z(back) button the screen reacts in a very weird way. If I can't cancel, don't show me anything because it makes it feel like the aplication is unstable.
You also have to let your player exit the screens easily. For instance, when I'm in the character select screen, I can't escape it until I reach the game area.
In the character selection screen, who is P0? Player zero? Pillow 0? I have no idea but I have to select four PO or P0. Speaking of selection, you should start off with one girl displayed in the screen to tell us what to do here. Right now, the player gets in the screen and it's empty. Just four ovals and that P0 thing we don't know what it is.
You shouldn't have a zero setting in the difficulty unless the cpu is going to be a simple dummy with no actions. And if that's the case, call it dummy and not 0.
I see that you have a fullscreen/window toggle. Good move! You also have ways to adjust sound and music and that's great too
Quitting always need a confirmation. Always.
Ok, let's move one to the game itself...
Ok, first thing, why isn't up jumping? Since left and right moves the avatar and down makes it crouch, Up should do something too. Right now, pressing up doesn't change a thing which tels the player that up has no use. If you don't want to make the character jump on up, perhaps it could be blocking. Anything that doesn't attack and has something to do with basic movement.
Hiting is ackward. First of all, why the hell are there kicks in a pillow fight? I believe that you should have 4 kind of attack based on pillows.
Speaking of hitting, when I press a button, the action must be done right away. if I press the quick button, the pillow should be in the opponent's face, not in the movement toward it. The harder the hit, the more time it takes to reach it's final position BUT it starts to deal damage the second the button is pressed. Right now, I have to wait for the damage, even on fast attacks.
You have to differs your character's reach. Personaly, I'd make every character have more reach than that. Right now, everyone must be in very close combat. It's not bad in itslef but it suggests that eveyr match will be of the same type: everybody get's together in a bunch and the one who presses the button faster will win...
Besides super moves, what differs from one character to another? Are there really differences? Do they have special counters, anti-air, speed attacks, different speed movement, differet jumping heights and speed? You need to give us a gamplay cvhoice between your characters instead of simply a graphic choice. I know you can say that some popular fighting game makes all the fighters play the same except the super moves but the best fighters offers the player different gameplay experience with different characters. I believe it's very important to have in any kind of fighting games.
Are there techniques you can learn beside button smashing? Like defensive techniques or counter-techniques? Something to make the player learn a bit more about the game has he plays?
As far as motivation... Except the "finish the game" basic motivation, why am I playing this game? will I unlock special things? New characters? Outfit? Backgrounds? Alternative play style? mini-games? You have to make sure that, in your demo and your game, the player will be able to do something more than want to defeat an opponent. There must be a pay off to this. Try to be original. I see that you can set various special game options like gravity. perhaps that could be a feature that you unlock by finishing the game. Fighting games get easily boring after you get the basics. That's why you have to give the player another motivation than the idea of beating the game with all characters.
Graphically speaking, you should try to make this a bit more appealing. Right now, I feel the games in't solid enough to makes us move over the simple graphics. Add more textures and perhaps less black outlines could really help.
As mentionned earlier, this game will be very hard to maret since it's very sexual. All the characters are females in tight and short outfits, striking very caricatural poses. It's not imposisble to market but it'll be hard. Even with the best grahics and gameplay in the world
Well, I gotta go.
Keep it up and keep us noticed of further development!
Later!