This is by far the best of the mini games you've posted. I really love your characters and visual style, butI think there's an issue (across all of the posted mini games) of clarity between hitbox and damage, and the reason why this one works so much better than the others is how easy it is to pick up and go. I think you're a bit of polish away from something very nice here. Love the music, too.
Millard Crow
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The menu is truly awful.
However, I didn't know you could do 3D stuff in UFE? I think the 3D experimentation here is great—3D indie fighting games are extremely rare and your sidestepping implementation here is actually quite impressive. It felt very smooth and, for that along, I think there's something cool to take away from this here.
I think this is the only game in this jam with jump cancel combos. :,)
I think there's something really special here—it's funny, it's cute, it's pretty easy to pick up and play and it moves great. I am really shocked it was made with GameMaker. With polish, time, and character diversity (and some rollback) I think this is a winner you should keep working on. Love that the furniture all had different properties in how they interacted with attacks, etc.
I don't know how the very-aggressive DI and ability to hit yourself mid-combo with furniture might shake out long term, but my first brush with the idea is probably the most positive of all the games here.
This ran at a really awful frame rate—and now that I've read the how-to-play doc, I see that's because I used a stick. That's a bit of a bummer, as it is how I have always played FGs. ¯\_(ツ)_/¯
But I think there's the germ of good ideas here! The idea that scissors moves forward, for example, but can just run into a rock and die. Little things like that are cute and I think can be built upon. With the sprites being as simple and clean as they are, it might help to make them a bit bigger, too? There's a -lot- of empty space in the battle area that isn't really utilized by the mechanics.
I am not sure if I've ever seen a fighting game with this mechanic before, and the aesthetic that you've chosen, while I realize was probably more for time than anything else, works -really really- well with the game. I think you can easily build on this to be something to sell: this is one of the nicest surprises a game jam game has given me in a while.
I wonder how easy it is to snowball people with how fast you can place traps right now? Is that good or bad? I don't know but I love the core idea as it is right now.
I'm really impressed with how much versatility you squeezed out of such a simple idea. With some exploration I think this is the making of something very cool and different—it almost plays more like a vs. Shmup than anything.
Giving Not-Wario a dead-zone for his left/right slash is -very- funny. I'm very impressed.
An intense experience where you, a confused mess of meat and machine, have to shed your past in order to survive.
I am wildly in love with this game, it has a really particular way of disorienting you and reducing you. It's a deeply personal and unnerving horror and I kind of want to shout at the world about it. Thank you for making this.
GHOST ECONOMY is a romantic-horror Visual Novel/RPG about creativity and cost.
You will be unsurprised, yet amazed, to find out that you can download it on itch.io.