Since its announcement a few years back, we've been keeping a close eye on Blazing Strike — a really promising 2D fighter. And now that we're fast approaching the game's 17th October launch, we managed to grab an interview with Mark Chung, the project's creator and main developer.
Push Square: To start with, can you give us a brief overview of what Blazing Strike is, for those who may not know?
Mark Chung, Developer: Blazing Strike is a retro style pixel art based 2D fighting game with a unique set of gameplay mechanics. Rush System, which is the core of the game’s mechanics, allows players for a fast paced combat. Players can choose from a colorful cast of 14+ characters with a unique toolset.
Can you tell us a little more about Blazing Strike's systems and mechanics?
Rush System is a meter-based system where many of the gameplay mechanics like dashing, enhanced normals and specials, as well as the all new Rush combos are tied to. By using and managing the Rush Meter, players can move faster, jump higher, attack faster and stronger, and also use the character’s unique Rush Ability.
When the meter is poorly managed and goes empty for an extended period of time, the character can go into a groggy state, which allows for a high damaging counter attack.
Do you see Blazing Strike as a homage to classic fighting games, or something that can hopefully stand beside them? Or maybe both?
I think it’s both. While the classic fighting games gave me the inspiration, I ultimately decided to create a whole new fighting game because I envisioned a different path to a 2D fighting game genre.
Are we right in thinking Blazing Strike has been in development for around five years? Can you give us any insight into what the development process has been like?
Six to be more exact. The development process has been quite lonely for the most part, as I worked on the game by myself. Of course, there were people who helped and contributed, and I couldn’t have done it without them. But at
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