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A jam submission

Wayside BrawlView game page

2 v 1
Submitted by Bad Piggy (@BadPiggyproduc1) ā€” 1 day, 11 hours before the deadline
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Wayside Brawl's itch.io page

Results

CriteriaRankScore*Raw Score
FUN#273.7533.753
SOUNDS / MUSIC#513.5983.598
Overall#563.4543.454
CONTROLS#673.3613.361
ART / VISUALS#863.6603.660
USE OF THEME#923.1553.155
BOSS DESIGN#943.1963.196

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

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Comments

Viewing comments 26 to 7 of 66 Ā· Next page Ā· Previous page Ā· First page Ā· Last page
Submitted(+1)

Awesome and juicy game. I felt like a pianist on the keyboard

Submitted(+1)

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.

Submitted(+1)

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 :)

Developer (1 edit)

A shadow gets created at your position when you perfectly dodged an attack

Thank you for playing none the less :)

Submitted(+1)

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!

Submitted(+1)

really fun gameplay, loved the takedown action!

Submitted(+1)

Fun game, I liked the combination of 2D and 3D visuals.

Submitted(+1)

DAMN even on my second try, only got a C overall (B-C-C, C overall).

First of all, ā€œI was wrongā€ - ā€œteam re-unitesā€ lmao I love the newspapers at the end. Didnā€™t notice if they changed based on my grade but they gave me a good chuckle. Violence is indeed the answer.

I think my only real minor issue in this game was that it felt like swapping came out a little slower than I expected, leading to some fumbling. Some kind of input queueing on the swap might have been useful, like shift + X during the swap = queued up attack or something.

This is also likely a skill issue on my part, but there were quite a few buttons in this game, felt like a high learning curve. There were quite a few moments in my first run where Iā€™d be fumbling to remember which button was the dodge key (usually Iā€™d just swap by accident and get hit lol). Feels like the ā€˜takedownā€™ button could have been baked into the basic attack button instead, not sure when Iā€™d want to do a basic attack over a takedown if available.

I really liked the stagger-on-perfect-dodge mechanic. I initially played super passive on my first run, dodging really early and getting hits in here and there and ended up with a D due to how much longer the fights took. On my second run, I went for perfect dodges and was really happy with how rewarded I was for it. Really awesome stuff.

I really love the ā€˜block = kickā€™ mechanic, where you need to kick to break a block, but you canā€™t just spam kicks. This goes into a design I wish more games did, which is ā€˜pattern-recognition-as-offenseā€™. Most boss fights in games only use ā€˜pattern-recognition-as-defenseā€™, where you watch for enemy patterns, recognize them, and then respond with dodges/spacing/parrying/etc.

Not as many games do ā€˜pattern-recognition-as-offenseā€™, where you have to use a specific offensive tool to respond to a specific pattern. In your case, itā€™s ā€œblue vfx = guard = I need to kick exactly onceā€. Seems simple, but just having that one mechanic in the game adds so much depth. I think the entire ā€˜pattern-recognition-as-offenseā€™ genre is untapped, and I love how your game uses it. Really awesome work!

Developer

The newspapers don't change lol

I suppose shifting between characters could've indeed been quicker, or I could've allowed players to queue up an attack.

Originally the takedown button was the attack button, but then I ran into situations where you might accidentally do a takedown as the blue player, whereas you probably wanted to switch to the purple player to do a takedown and get a larger combo bonus. So it was better to have a separate button ( Although I admit that maybe there's one button too many here lol )

And yeah, I definitely wanted to incentivise constantly switching between the purple and blue guy so it's cool that that came through lol

Thank you so much for playing and for the feedback

Submitted

really fun game

Submitted(+1)

Super engaging idea for a fighting game! I love your other work and you did it again with this one <3

Submitted(+1)

Amazing as always! I just love your games!

Submitted(+1)

Really fun game! The ambience and immersion are on point.

Submitted(+1)

Music is banger! Gameplay is SICK, i wanna more 

Submitted(+1)

Cool game! Hits felt nice and juicy!

Submitted(+1)

Fun to play but I did encounter a movement bug where it seemed my dash never stops and i go flying in one dirrection. The music is great!

Submitted(+1)

Fun to play, well done!

Submitted(+1)

The game was definitely fun. It took a lil minute for me to used to the controls, but after a few deaths and some time I finally was able to beat the game. I was taken off guard at first by the boss having a second phase, but I thought it was interesting. It definitely felt like on the second time the pace had picked up on the boss forcing you to keep up with its movements to time dodges and perform attacks. The projectile mechanic was cool although I never managed to parry it when I beat the game (I'll probably go back later to test that out). The game definitely has a learning curve in the beginning. In the end I found myself mostly using the punch guy for combos and the occasional kick guy for that extra damage whenever the enemy had an opening. The boss really does know how to dodge them kicks. Overall, I really did enjoy the game and what you do and I think you really have a lot of potential. I look forward to seeing more from you. 

(4 edits)

Ok 3.5/5 I like it. This is a really cool isometric art game, with cool principles and great music to go with the SFX and style.

Developer (2 edits) (+1)

You can use K and L to attack and dodge. I mentioned it in the tutorial

(1 edit)

I re-track part of my comment I guess I should play more tutorials....it looked simply enough so I skipped it. Yes that is was better and more logical thank you. I gave you another star for controls 

Submitted(+1)

Good game! but i couldn't handle :)

Submitted(+1)

The 3D world set-up you got going with the way the camera follows you as you circle your opponent is very cool. The attacks feel weighted and feel nice. The slow-mo of enemy attacks is also a nice touch. 

The combat system is straight up awesome. I love more complex fighting systems and this scratched that itch for me.

I was able to die in the tutorial and had to restart it. I assume that's a bug, not a big deal though. Fighting the punching bag as the final boss of the tutorial was funny. Although, they just wouldn't die. Eventually, I just restart the game to get out of the tutorial. 

The finishers are a very cool addition. Adds a lot to the polish of the game, I feel. 

The bosses were very engaging for a while but I feel it went on too long. I think this is do to an overly high HP pool. The boss moves, however, were top-notch; very cool design. 

For all the issues I may have pointed out above, I still feel this is a top tier submission.

Submitted(+1)

I had a blast playing your game! The camera work truly brought the punches and kicks to life, and the controls felt incredibly natural, especially with the smooth dodging and seamless stance switching. The music added to the overall experience, and the art complemented every aspect perfectly. The nuanced use of the theme, focusing on stance exchanges, was a clever touch. Overall, the game was a delightful and intuitive experience.

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