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(+1)

This is actually a really fun concept. It definitely has the strategy aspect you were going for. Also, has pretty impressive animations and art for something done in a week. You did a good job of picking actions that flowed well together. Superkicking an opponent away, waiting for them to charge in, then jumping and landing right as they get under you was pretty satisfying. This could have the potential to create really complex looking fights between two people who spent time planning for their moves. 

Suggestions:

Fully aware this could have been a technical limitation, but I'd be interested in seeing the actions play out at a faster speed. And if not during a fight, at least during the replay. It would be interesting to watch the fight back a full speed.

Saving multiple replays.

Customized Loadouts.

Letting players rearrange cards.

(+1)

Yo thanks Jarellh94. Yeah I dream about making a game like this but taking it serious just for the replays alone.

I didn't spend too much time optimizing the playback speed, but I thought it ended up at a good place, can you tell me how you experienced ultrabouters? On mobile?

(+1)

I played it both downloaded on PC and on mobile. It ran really well. I didn't even realize you could play browser games full screen on mobile. (Will keep that in mind for future projects.) I DID run into an issue where my replay changed the actions of the fight  and ran out of moves before finishing the fight, so I got stuck watching the replay and had to reset. 

(1 edit)

yeah, aha. about that. Because I wrote this game so quickly, the engine code is pretty sloppy, & there is some probability that the replays will desync. The solution was to store more data for the replays, but I had to move onto the next project. I apologize about that xD