I've played through the current build five times on moderate difficulty, and have developed some strong concerns and opinions with the fighting system and controls. I'd like to outline them here. TURNING AROUND No control list Unclear grappling Floaty/laggy movement Weapon balancing Gangbanged (offensively, not sexually) Now to cover them with detail. Turning Around is the most frustrating thing this game has, and the game suffers from this mechanic very much. In any beat-em-up worth it's salt, turning around is instant. Being unable to instantly respond to an enemy behind you makes this game barely playable on higher difficulty. A game's challenge should NEVER come from the controls in place. Think about any arcade beat-em-up you've ever played; Turtles in Time, X-men, Strider, they all gave you a great sense of control over your actions because a player's desired commands were easily translated into the game. Good beat-em-ups never suffer from, "I can't hit this guy behind me because I'm running backwards!" Good beat-em-ups benefit from, "Ah! He's behind me! (immediately turns around and punches in the face) Ha! Teach you to get behind me!" Giving a rear kick is a poor solution to forced moonwalking. The rear kick is slow, lacking power or knockdown, and leaves you open to lots of punishment. Rear kicking needs to be removed, and simple instant turn needs to be implemented. No Control List is more of an inconvenience than a problem, but an inconvenience that requires attention nonetheless. Essentially leaving the player up to trial and error isn't a wrong decision, but doing so with a good attempt at depth to the combat system is unwise. There are so many different attacks and movements in Bare Backstreets, that trying to figure it out with no instruction means many players won't experience half of what you can do. Again, this isn't a problem so much as an inconvenience, but simply having a list of what buttons do what, and how to grapple and wield equipment (switching and throwing mostly) would be a HUGE improvement and allow all players to properly experiment with the game's fighting system. Unclear Grappling has become a pet peeve of mine. The only selectable character for the moment is apparently great at grappling, but doing so will usually get you punished, or end with just a shove. Truth be told I enjoyed the grapples I managed, but they were never intentional. Two things will make the grappling system far clearer, and more of a player choice than a roll of the dice. Add a graphic for the grappling attempt. A simple image of some orange streaks when making the grapple lunge will allow players to both identify when an enemy is trying to grapple them, and let them know their grapple command went through. Adding a small white flash localized to the grappled target (be it yourself or an enemy) will give the player the feedback necessary to let them know they have grappled successfully, and can now chose what finisher they want to perform. Grappling is fun, and the fighting system for grappling is fun. The system needs to be clearer; its as simple as adding two images. Floaty/Laggy Movement contributes to the problems already in place with the current game engine. Need to turn around? Need to do a jump attack? Need to beat off a horde of enemies? Good luck cause you're going to have to wait. If someone were to put up a side-by-side comparison of Bare Backstreets and a successful title like Castle Crashers, you'd see a considerable speed difference in how both games play. I'd be willing to put together such a video if I owned Castle Crashers for PC, so that may have to wait for another time. Returning to something I've already mentioned before, being unable to turn around immediately is a huge hindrance that is magnified by the lethargic fighting system. Taking out the rear kick and replacing it with an instant turnaround will solve many combat issues. I believe that this change will also help a player compensate for the slower combat currently in place. Another thing to be addressed is the jumping mechanic. The jump attack is very useful in this game. The knockdown and damage is very good, and it generally leaves the player in good position to keep fighting other enemies. Jumping is the only problem to the jump kick. I rarely managed the jump kick when I needed it because the jump is too slow. After hitting the jump command and clearly seeing the jump animation begin, following up with the attack command left Vergence grounded and throwing a weak punch. Needing to wait to actually become airborne mean the jump kick is only useful against single enemies as groups or even pairs will be able to easily stop your jump and punish you with a down status. Making the jump kick occur when a player hits the jump key and follows with the attack key, instead of having to wait to be airborne, will give much more control to the player, give more life to the current controls, and allow for more enemy variations (flying enemies). Weapon Balancing is a difficult topic for me as I'm not sure if I've used every weapon available. Essentially, the taser didn't work like in the trailer (I've yet to figure out how to aim it while firing), the assault rifle has always served me better as a projectile (I threw it) than shooting projectiles, and the dildo bats are by far the best. The grenade launcher is really in need of some work as it is completely useless unless your character is at one extreme and the enemies are at the other. Because enemies almost always come from both sides of the screen, this makes the grenade launcher usually hit you and an enemy, or hit an enemy then get you punished by the other enemy. Considering the damage and knockdown status the grenade launcher gives; it is a desirable gun, but the current design choice of enemy spawns labels it more of a decoration for the ground than as a godsend to demolish your enemies. Some suggestions for balancing: Taser: more damage or no damage with instant down status Dildo Bats: give each variety a different swing and damage. Long Purple is a thrust with more reach and less damage, Stubby Red/Yellow is a close range overhead with more power Assault Rifle: fire very weak projectiles very fast that stop or push back enemies, but doesn't cause down status Grenade Launcher: decrease the explosion radius of the projectile, and/or make the firing arc straight out and falling instead of angled up and falling. Gangbanged by enemies happens a bit too frequently considering this is a first level of a beat-em-up. The challenge of a smartly designed game increases as the game progresses. This first level isn't designed poorly, I like it in fact, but the controls in place make it drastically more difficult than the level actually is. This game is headed down the path of many bad games; controls leading to failure instead of player ability leading to failure. I am 100% certain that making changes to the controls (hopefully along the lines of stuff I have mentioned) will create a beat-em-up that not only has wonderful erotic visuals, but incredible game-play to go with it. To sum up, the game is fun and flawed. I've enjoyed my time with it, but I am plagued by problems that are easily and not so easily remedied, and should be immediately addressed. The reward of high quality sex animations shouldn't be made into a grinding hell because a player can't clear out the enemies they want due to controls holding them back. I believe that initially, potential players voted for a change in game engine (or something else important, I forget) due to the smooth animation that would be provided. Visuals are great! This game's visuals are great! However, this is still a game. Don't forget that a game's game-play comes first; otherwise you'd have been better off and saved many people's time and money making an animated video. Hope my insight and opinions help!