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The game felt pretty good, kinda like footsies with its lack of a jump.  a few minor gripes though:

- Didn't really understand what force shield was meant to do, maybe in a 2p mode it might make more sense but it kinda just felt like a waste of force meter against bots, maybe making it a slower gradual use thing like faultless defense in Guilty Gear will give it greater overall utility.

- I can just attack (and damage) during the round text in the first round on all difficulties, seems like an oversight considering it only happens on round 1. (Personally I like being able to move around during round start text, would be cool if you left this in but disabled attacks during)

- Might be placebo but on Dagobah it seems like you start the 2nd and 3rd round in a different position to the 1st round. (closer to the wall)

Overall I enjoyed playing it though, I felt like playing smart and using my brain did lead to victory and button-mashing the attacks ended poorly quite often so it had that fundamental fighting game ebb and flow even if it's a bit shallow. 

hey Zedi! I was planning to make the force shield do more stuff to make it more worthwhile, so now it has a pushback effect so it can create space if you feel pressured (or force your opponent further into the corner).

The attacking and stuff during first round is something I might fix later on. It was just low priority as far as things went while I was planning to submit by the game jam deadline. The being able to move around during round start text is cool, but I feel like that's mostly an anime game thing where the actual movement is cool. This game's movement is meh so I might not bother with that. (I miiiiight add forward/back dash if I feel the movement is currently too restrictive - the other fighting game I made already has it so it won't be that much work to add in t this one). 

I was looking at the player 1 spawn positions and I think there was a bit of discrepancy. I've changed that now.