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stylish score-chasing beat-em-up with simple mechanics and interesting enemy variety. short and sweet with decent replayability and really cool visuals.

I think it would have been nice to see just a bit more depth in the player’s kit, like a heavy attack or dash attack or ground pound or piledriver or … you get it. what’s there is nice, but it can feel a bit simplistic at times.

there’s something off about the input buffering or attack cancelling or something, I can’t put my finger on it, it just feels a bit unresponsive or inconsistent at times.

I kept losing perfect runs to that bug which makes it impossible to attack without getting hit first, but I eventually got it. I would have tried to improve my time if it wasn’t for that bug, it made it a bit annoying to go for 0 hits taken.

overall really fun game regardless! I criticize it because I enjoyed it.

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Holy heck, amazing score lol

Apologies for any issues you faced, but were you playing on the web build ? That has some performance issues in general

Also I just wanted to ask, but did you throw enemies in this run lol ?

I did want to add atleast one more move in the player's arsenal, but I felt like it might make the inputs a little too complicated for anyone who isn't familiar with beat-em-ups in general. Maybe if I make a post-jam build I'll add something

Either way, thank you for playing and for the feedback :)

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I played the downloadable Windows version. I didn’t have any performance issues, I just had some situations where it seemed like my inputs were ignored. it might have been due to the bug I mentioned where attacking/dashing doesn’t work (fixed by getting hit). and I expected to be able to jump while dashing, that could have been part of it as well.

and yes, I did throw enemies at almost every opportunity in that run.

fair point about making the inputs too complicated, though I think you can get around that by making additional moves optional — or better yet, easy to do accidentally. I’m not advocating for more buttons, I just mean I would have liked to see more interactions between the buttons you already have. examples: attack while dashing to do a shoulder bash, attack in the air to do a ground pound, jump while throwing someone to do a piledriver, and so on.

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Thank you for clarifying and for the ideas. I think I definitely have an idea for atleast one new mechanic now lol

Also, not being able to cancel dashes was intentional ( let it be by jumping or attacking ) mostly because cancelling dashes looked a little weird and honestly made things too easy lol

Currently you can cancel jumps and attacks into dashes though, and cancel attacks into jumps. But if there's an issue in either of these then there's definitely a bug with input delay or something else maybe

Anyway, thank you so much for the feedback :)