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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

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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

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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)