I'm working on a small rebalancing hack of TMNT4 Turtles In Time for SNES.
Balancing not being an easy thing, I'd like to get people's opinion on this.
For reference, here is a character guide I wrote which details various stats of the turtles (everything that matters minus the attacks timing I wasn't able to get):https://gamefaqs.gamespot.com/snes/588779-teenage-mutant-ninja-turtles-iv-turtles-in-time/faqs/79134
- The main issue I noticed is how gimped Leo's range is: on the first, second and third hit of this regular attack combo (all hits except for the 3rd), you can visibily see his katana go through enemies but the hit will not connect. His range is worse than Raph's and I see no reason for that being the case.
What I've done so far:
- Increased the range of the first combo hit by 6: 68->74 (pixels difference in decimal value between the turtle X pos and the enemy's X pos)
- Increased the range of the second hit by two: 60->62
- Increased the range of the fourth hit by 4: 52->56
That still makes his range worse than Raph's but at least now there is no discrepency between the visual and the actual hit detection.
- Secondly, I see little reason why Donatello's hits are so weak. Yes, there is his range, but honestly his increased range matters little in the grand scheme of things, and he's already weak due to his slow speed and low HP.
What I've done so far:
- increased the damage of his first regular attack hit by 1: 3->4
- increased the damage of his shoulder bash by 1: 7->8 (which brings it on the same level as other Turtles)
I don't really want to reduce anyone's stats even if Mike is clearly OP and Raph could also use some small reductions here and there; I'd rather improve the weak turtles instead.
Another thing I've done is move the invisible wall on the right side of the screen by 15 pixels to the right. There was a huge discrepency between how much you can walk to the side of the screen on the left vs the right side, and this helped. More than 15 pixels can cause glitches. This only affects scroll stoppers when enemy waves start, it doesn't affect boss fights or other things.
As for the "run with L/R" romhack that I've made:http://www.romhacking.net/hacks/5812/
People are asking to make it just like in The Hyperstone Heist but I don't think I will. First of all, all the best moves in the game (shoulder bash, sliding, post run kick) are achieved via running, so running should take a bit of skill and imo shouldn't be an immediate thing for balancing reasons, and double tapping does just that. Secondly, by having the second input set to L/R I personally pretty much never fail to run anymore, I only fail a running sequence maybe once per playthrough. Once you get used to it, it's really simple.
The immediate running in HH really breaks the game as you can spam all the best moves with low risk and low effort.