Play game
Wayside Brawl's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
FUN | #27 | 3.753 | 3.753 |
SOUNDS / MUSIC | #51 | 3.598 | 3.598 |
Overall | #56 | 3.454 | 3.454 |
CONTROLS | #67 | 3.361 | 3.361 |
ART / VISUALS | #86 | 3.660 | 3.660 |
USE OF THEME | #92 | 3.155 | 3.155 |
BOSS DESIGN | #94 | 3.196 | 3.196 |
Ranked from 97 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
You switch between 2 fighters who differ in their actions
Did your team create the vast majority of art and music during the game jam?
Art - Yes , Music - No
Did your game use PlusMusic?
No
Did your game use Playroom?
No
Did your game use generative AI art?
No
Leave a comment
Log in with itch.io to leave a comment.
Comments
Coooll, it's satisfying to play.
Damnnn, Game feel is really good!
Oh goodd, THE FEEL of this game, visuals, sound and smoothness and responsiveness was very good.
IT really felt like playing these type retro and pixel graphic games on old play stations in summer holiday.
Overall : Very Cool !
very good I like, is very naice
Excellent stuff! Really fun and entertaining!
I loved your game, it is a simple, but very fun battle system. But what really sells the game for me is the boss pattern, it is perfectly crafted around the mechanics and I have to applaud for that. The game looks quite stunning and the choice of music is great. My two biggest problem were the controls which feel like I could get a cramp after a while and the fact that there is only a single boss. I would love to play more with new content.
I also think your game would benefit to be played on a controller.
VERY GOOD GAME!
It's frenetic and fun. I will really take it as inspiration for future projects. One of the best works of this Jam.
As constructive criticism I must say that the control configuration is terrible. WASD to move Shift to dodge, C to hit, Space to Switch and V for fatality would have been much better.
You could also use K and L to attack and dodge, and also use J to perform a takedown. Mentioned it in the tutorial
Yes, I know, but unfortunately I still feel very uncomfortable :(
Anyways, is a great game! I love it.
The "feel" of this game is its greatest strength. The sound design and the visuals come together to make a game where it just FEELS good to press buttons. Now, that being said, as a long-time fighting game player, I feel that the mechanics are a little forced. By that I mean the whole swapping mechanic. While I see the concept and can get behind it, I notice that the game is set up in such a way as to force its use. For example, if I dodge an attack and try to counter during the boss' recovery, they just auto-block or auto-dodge based on whatever state they are in, regardless of the fact that they are in an attack animation. This is also true when landing a counterattack during the startup of a boss' attack. Don't get me wrong, I understand that you want the player to use the swap mechanic, but I think that there are more elegant ways to do this. Maybe the boss takes more damage when you use the right move, or they get stunned. (Think about Punch Out, as an example.) As it is now, it feels like it's just random as to whether the game will let me get a hit in, which as a fighting game player, is not very engaging.
That being said, the game looks and sounds great, and it should only take a little tweaking to give the player more agency. I look forward to seeing where you take this project in the future!
You're right in that I should have added a stun state outside of the stagger state tbh
And yeah, I could definitely have incentivised players to switch between the two fighters a little better outside of the boss auto-blocking after a certain point lol
It's just that was the only thing I could think of at the time to ensure that players don't just spam the kick move
Thank you for playing and for the feedback :)
Really action packed. The game understands how to make a player play in a way that is fun and exciting without necessarily forcing their hand. The controls can be a bit tricky at first, but after that it’s smooth sailing. The polish is really strong on this one too.
I really loved the amount of juice and polish you put into the core mechanics. It *feels* good to play. Nice Job!
Solid gameplay, very hard hitting. Came pretty far on the first try once I got the hang of the controls.
Really cool mechanic, and the sound really sets the mood of the game, really nice job. A great game for fighting game lovers, great work!
It's really fun.
Awesome and juicy game. I felt like a pianist on the keyboard
Pretty dang fun, and I think this is just about the right amount of challenging for most players. Pretty polished too. The exchange element however, does not really feel that creative. It might as well be a two button combo to break a block rather than exchanging fighters.
THE GAME JUICE! Everything just felt so good! Really cool when you get the timings just right and you swap between characters and parry, block break etc. It probably would've been a bit cooler if there was an effect for when you nearly dodged an attack, but it's still good none the less :)
A shadow gets created at your position when you perfectly dodged an attack
Thank you for playing none the less :)
Hot damn! This game has everything great about a fighting/beat-them-up game, and feels extremely polished. The hits feel impactful, the timed dodge is satisfying, music hypes you up, and the art is very unique and stylistic. What more can I ask? Would love to see a full version!
really fun gameplay, loved the takedown action!
Fun game, I liked the combination of 2D and 3D visuals.