Mode · Design Advisor
Recorded run · crowd table computed from data/run-mainLive model call · Super-VL describes 4 frames, Super writes the suggestions

What would a design reviewer change?

A vision model looks at four frames of one recorded round. The crowd data shows where simulated players quit, exploit and struggle. The game's own text is read for tone and clarity. Three web searches fetch what developers have written about comparable fighting games. Then one Nemotron Super call (a second only if the first answer is not JSON) turns all of it into at most six suggestions, and code throws away any that cite something it was not given.

Not trained on viral or player-preference data. These are cited suggestions from a vision model, your crowd data and current web writeups. They are not measured; test gameplay ones with the crowd and visual ones with people. Code checks that cited evidence exists, not that it is relevant.

The round: p0396:1, win in 28.0 s (seed 819833)

The advisor re-simulates this seed in the embedded game below and captures frames at 1.5 s, 8.9 s, 16.3 s, 23.8 s. The frames are the 3D canvas only; the on-screen health bars are not in them, so UI legibility is judged from the game's text, not from pixels.

Crowd evidence for this game

Computed by code from the recorded crowd run (simulated players, not people). The advisor cites rows by id; it cannot change a number.

RowMeasureValue
quit.casualQuit rate, casual (200 players)97%
win.casualWin rate against the CPU, casual6%
quit.cheeserQuit rate, cheeser (100 players)6%
win.cheeserWin rate against the CPU, cheeser92%
quit.learnerQuit rate, learner (120 players)86%
win.learnerWin rate against the CPU, learner15%
quit.turtleQuit rate, turtle (120 players)78%
win.turtleWin rate against the CPU, turtle11%
quit.masherQuit rate, masher (160 players)83%
win.masherWin rate against the CPU, masher27%
quit.rusherQuit rate, rusher (160 players)72%
win.rusherWin rate against the CPU, rusher42%
quit.explorerQuit rate, explorer (80 players)60%
win.explorerWin rate against the CPU, explorer32%
quit.speedrunnerQuit rate, speedrunner (60 players)28%
win.speedrunnerWin rate against the CPU, speedrunner65%
remain.r1Players still playing at the start of round 1100%
remain.r2Players still playing at the start of round 292%
remain.r3Players still playing at the start of round 357%
remain.r4Players still playing at the start of round 425%
remain.r5Players still playing at the start of round 59%
wall.biggestDropBiggest one-round drop in players still playing: round 2 to 3 (92% to 57%)35 points
sweepNerf.cheeserWin rate, cheeser, before and after nerfing the sweep92% before, 82% after
sweepNerf.casualWin rate, casual, before and after nerfing the sweep6% before, 9% after
exploit.topBest simulated-player strategy against the CPU rival: Mid Grapple Cheese: Trigger grab when rival is in mid and do57% of landed hits were SWEEP (win rate 100%)
rule.cpuLowBlockRule rules.cpuLowBlock in the shipped game: chance the CPU rival crouch-blocks a low attack1
bugs.totalRounds with an engine-detected bug (4 clusters)29 rounds
bug.bug1Bug bug1: airborne21 rounds
bug.bug2Bug bug2: oob+airborne+softlock4 rounds
bug.bug3Bug bug3: crash:RuntimeError: unreachable in throwProp (props.js:303)3 rounds
bug.bug4Bug bug4: stuck:KNOCKDOWN+airborne+softlock1 rounds
round.resultThis round (p0396:1)win in 28.0 s, hp 10 vs 0

Player opinion (public reviews)

12 public review quotes in the committed corpus. Cited retrieval with attribution; no training or fine-tuning.

View the committed review quotes
  • Player opinion (public reviews)
    The potential of Avatar Legends is immense. This is a gorgeous 2D fighting game that excels as both a throwback to the bygone era of sprite-based fighters and a faithful adaptation of the beloved cartoons it’s based on. It’s got some of the most satisfying movement of any 2D fighter I’ve played, com
    ign.com · topic (keyword guess): combat feel · Retrieved
  • Player opinion (public reviews)
    Throw everything out the window like balance, depth, music, characters. I'm talking strictly game feel; i.e., how it feels to move around, how it
    reddit.com · topic (keyword guess): difficulty · Retrieved
  • Player opinion (public reviews)
    When it comes to fighting games, aside from learning the controls, a lot of them require knowledge and experience. These kinds of games also require physical ability, like reflexes and mental prowess, to stay in control while under heat. There may be substantial gaps between players, but the fun and
    gamespot.com · topic (keyword guess): controls · Retrieved
  • Player opinion (public reviews)
    It is an eyesore with clunky controls and painful sounds. Its only positive qualities are that the game works properly and is not prone to crashes or crippling
    gamespot.com · topic (keyword guess): controls · Retrieved
  • Player opinion (public reviews)
    Ultra bad controls. You can only jump and you have one attack move (punch). In every level you move from left to right. There are waves of
    steamcommunity.com · topic (keyword guess): controls · Retrieved
  • Player opinion (public reviews)
    mind control is simply a flawed design, Taking over someone's brawler is frustrating for the person receiving it and turns every fight into 2v3.
    reddit.com · topic (keyword guess): controls · Retrieved
  • Player opinion (public reviews)
    no way to set the dummy to block randomly, making it very difficult to practice hit confirms. [...] Outside of the lackluster story mode, there’s really not much else here to hold the attention of anyone who isn’t interested in competing against other people online. There’s a traditional arcade mode
    ign.com · topic (keyword guess): difficulty · Retrieved
  • Player opinion (public reviews)
    First, you're going to want to learn MK1's defensive mechanics. That means learning how to do things that will serve you well in any fighting game (like blocking low by default, and trying to react to high hits), but it also means mastering Mortal Kombat-specific mechanics like combo breakers, flawl
    ign.com · topic (keyword guess): combat feel · Retrieved
  • Player opinion (public reviews)
    # Bad Street Brawler – Review. Log in to add games to your lists. Add this game to my:. Bad Street Brawler is a beat-'em-up game and an exercise in frustration. Poor controls, bad graphics, aggravating gameplay and awful sound and music merge to create one terrible gaming experience. Depending on th
    gamespot.com · topic (keyword guess): controls · Retrieved
  • Player opinion (public reviews)
    The visuals are spot on too. It genuinely looks like you're playing an episode of the show, and seeing all the bending effects flying across the screen never gets old. More importantly, the gameplay actually backs it up. It’s easy enough to jump into, but there’s clearly a lot to learn if you want t
    steamcommunity.com · topic (keyword guess): difficulty · Retrieved
  • Player opinion (public reviews)
    Combine all that with an excellent story mode, detailed teaching tools, tons of concept art and customization options to unlock, a rockin’ soundtrack spanning nearly every game in the franchise, and some of the most impressive visuals in the genre, and it’s easy to see why Strive has taken the fight
    ign.com · topic (keyword guess): difficulty · Retrieved
  • Player opinion (public reviews)
    The main visual clutter issue with this game are the vfx particles that stay way too long or larger than they should be, things like Solomon's
    reddit.com · topic (keyword guess): visuals · Retrieved

The advisor selects up to eight quotes by theme overlap with the crowd findings. Each quote is one attributed opinion, not a measure of player agreement or proof that a suggested change works.

Run the advisor

One click makes one vision call (4 frames), three web searches that the server words itself, and one Nemotron Super call (a second only if the first answer is not JSON). It also reads 103 lines of the game's own text. Nothing you type reaches a search query.