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JetPumped advocated for simple and easy gameplay. By genre, it was a casual comic fighting game that was light and enjoyable.
Under this philosophy, JetPumped never incorporated difficult techniques. It was designed to allow maximum combos with the simplest setups. Players simply needed to calculate the timing, distance, and angles accurately.
One’s judgment was as crucial as combat ability in this fighting game, but here arose a question. Why were the finishing moves made so difficult?
"Using a finishing move is not easy at all, especially for newcomers," Kim Yi-Seo excitedly explained this from the commentator's booth to tease the waiting users.
"Why did I make it so difficult? It wasn't on purpose. Rather, we adopted the simplest basic moves as finishing moves because they need to be usable in moments of crisis."
Regardless of which chip the player used, the finishing move operated like the most basic attack. This allowed for the fastest response and usage. However, this aspect unintentionally increased the difficulty of finishing moves.
"Since this is a basic move, a problem arises. It's hard to distinguish between a finishing move and a normal kick or punch. You might...



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