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(Prototype) Meiling Bashing Simulator's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story/Writing | #33 | 2.071 | 2.071 |
Use of Theme | #36 | 2.607 | 2.607 |
Concept | #41 | 3.357 | 3.357 |
Visuals | #41 | 3.179 | 3.179 |
Gameplay | #47 | 2.643 | 2.643 |
Overall | #49 | 2.357 | 2.357 |
Audio | #53 | 1.286 | 1.286 |
Challenge | #55 | 1.429 | 1.429 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Ran d'Reille
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Comments
Oh god, that means Clowpy first led Utsuho to madness in order to acquire the Control Rod??!
I can see you were quite ambitious for trying to make a fighting game. Well here's my two cents about this:
-A fighting/action game is a very detailed kind of game, where feedback is very important, taking on the form of visual cues like hit effects, pain sprites, wind-up sprites.... and audio cues with of course hit sounds, whiffs, maybe some windup moves. And there's also the famed "hitstun", where a connected hit is paused for a couple frames to give the hit emphasis.
-If you want to put projectiles in a comboing game, consider putting in slow projectiles too which are easier to coordinate attacks with.
-The camera is important too. You might want to have only the characters at the edge of the screen and not capture the whole playable area, so that the characters' actions are more visible. In the case of a singleplayer action(/platformer) zoomed out camera is more acceptable as long as you can see what your character's doing. In your game, the actions were visible enough so no worries here.
What I'm trying to get across is: a fighting game in 3 days is bound to have only a small scope. Nevertheless, it's a good enough prototype you managed to get out in the time limit. I featured it in my video here~:
https://youtu.be/bFHWSZ1BOBw?t=1275
Oh hey thanks for the feedback! Didn't expect anyone to still come across this more than a month after...
These are very useful tips but... I cannot see myself making a fighting game any time soon; for one I'm always terrible at playing fighting games 🤣🤣🤣
When you mention those things I just noticed them. But now I have got a few diff in particular with the camera; this means the camera needs to zoom in and out and... since my arts are usually pixel art, I heard this kind of stuffs can be detrimental.
Also I just realized my sprites are probably too small for fighting games with them being only 32px tall; I heard fighting games usually use 64px or even 128px tall sprites.
EDIT: Holy cow I just noticed the youtube link. Many thankies! Looks like this is the second time my game got featured in a youtube video
Well the camera zooming in and out... I think you may just leave the zoom level alone as long as actions are clearly visible. A lot of (solo) platforming games don't really do zoom-ins and outs back and forth, and they're great. Like, you know, the NES games: it was all just good-old plain simple scrolling.
Also regarding the sprites' resolutions, well they don't matter much as long as the hitboxes match the sprite. Like, you know? Yie Ar Kung-Fu, Tenkaichi Bushi Keru Naguuru, Urban Champion... They're all on the NES and I'm pretty certain most of the characters' sprites don't exceed 32 pixels in height, and that didn't stop people to make games about exchanging blows. But we still get a good look at what's happening no problem. If it's the size of the game screen that's too big, just apply a simple zoom-in on the action. (or whatever game makers do to have the resolution zoomed, idk how it's called)
I know it's quite unfair to rate this, but I guess you tried and I appreciate that, this doesn't look lika a fighting game tho, this is more like your average platform adventure, you might want to change the setting and bam, you got a new idea xD.
You had my attention but now you have my ire, 1 STARS DOWN THE BOARD.
Considering all the time constraints you were under, what you have right now is plenty playable and nice to look at, especially as you were solo-deving.
Fighting games aren’t something to tackle lightly, but try applying what you learned in the next jam with a side-scrolling beat-em up or 2D action game!
The sprite art is excellent!
Thanks and nice profile pic lol
It looks promising! poor meiling...
"How this game fulfills the theme: Clownpiece + Utsuho combo" lol
Very unfortunate I could only do that much in 12-ish hours (^_^;
I think it has a lot of stuff and plays very well for that short amount of time!
Good game, but I disapprove of bullying Meiling >:(
No hatred towards those who like Meiling, but I hate Meiling 🤣🤣🤣
Oh well it's unfortunate I couldn't make Meiling fight back, so this is just a bullying simulator 😅
Spritework good. I'm no good at getting combos off, but they sure look cool when I can
meiling and clownpiece spritework is rad, i like how jumping changes both attacks a bit. pretty simple so not too much i can say but i getcha, time limits can make you cut a lot
Thanks!
I did spend a lot of time making Clownpiece's sprites -- IIRC there are ~30 different Clownpiece sprites in the game
But if I have to be honest I only drew 3 Meiling sprites: 2 for idle, 1 for hurt 🤣🤣🤣
Also fun fact; because of the state of the game now, I didn't even bother drawing Clownpiece's hurt sprite.
Well, Clownpiece controls alright. I do like the attacks but there's heaps of cooldown delay (which for a fighting game idea would be pretty painful. Though the diagonal attack is pretty bad but that's the only one I'd say for sure is. )
The idea is goofy but endearing for sure, I could totally imagine Clownpiece just trying to blow away Meiling in this absurd battle.
But yeah there's no fight so it's hard to give more feedback than that.
Me and Cathulu also tried to make a fighting game for our combo (Ironically we had Meiling as the main protagonist, and she was kicking fairies and even their danmaku right back at them, while shooting giant hadokens ).
So I know how you feel given the time crunch affected us putting out everything we wanted to for sure. But hey, this sort of thing is really fun to do even if it's rough. I hope to see your game fleshed out in future if you ever tackle it.
If you want to check ours, link's below. Tell us how we went too :D
https://itch.io/jam/touhou-jam-6/rate/912501
And goodluck in future.
Huh. What a funny coincidence XP
So basically your game is the opposite of mine XP
Will definitely take the feedbacks regarding the controls IF I ever make a proper fighting game (probably not tbh because I am very terrible at fighting games)
Thank you for testing!
Also want to say that your post accidentally doubled.
Yeah I've been noticing my posts double, it's bloody weird. Anyway yeah HAHA it was basically the opposite (though still a fighting game)
It'd be cool if you check it out.
But yeah I reckon you should make a fighting game, might as well. Don't worry about how good you are, just have fun man. :D
Anyway you're welcome, I like giving feedback.
Goodluck dude.
The amount of spritework done in a day (at least I think from your description) is really impressive. I hope to see this idea get expanded upon in the future.
Thanks!
Yeah it was basically a day. I had only 3 hours on Friday, around 4 hours on Saturday, and maybe 5 hours on Sunday; the jam ended at 5AM Monday in my time zone (GMT+9).