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joh

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A member registered Jul 01, 2015 · View creator page →

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For future reference (for anyone else as well), the game is already open source!

https://github.com/joh-dev/HYPERFIGHT

Made in 3.2 at the time, but 3.5 should(?) work fine. Though not sure this codebase is the best to study from, it's a pretty nontraditional fighting game and the code is quite messy lol

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thanks for playing! the ending number is displayed at the end (hint some of them you don't have to die for..)

this was just a one off idea so a sequel is pretty unlikely, but i enjoyed playing around with some of these ideas and may revisit them in the future

Interesting game. Might just be my opinion but i wish the controls were more intuitive, such as just using E to open a door or letting you just click on the phone pad to input the numbers if you have an empty hand. Nailed the aesthetic though.

Was fun, made it to the top of the medium cave. Did remind me of getting over it as someone else mentioned. I'm interested in seeing where you take this from here, because it feels like more of a climbing game than grappling at the moment. I think if the grapple leniency was increased but levels were made hard to master it could be a solid game.

HYPERFIGHT Max Battle is finally released!

Play here: https://hypersnow.itch.io/hyperfight-max-battle

This is an updated version of my Ludum Dare 43 submission. I love fighting games, and wanted to create one of my own even if it was simple and silly. Well, turns out I liked the idea so much that I couldn't help but expand on it! There's plenty of new content to enjoy, so let's take a look...

New features:

3 new characters!

Yo-Yona is a schoolgirl wielding a yo-yo. She can lock her yo-yo in place and use it like a grappling hook, giving you lots of movement options! 

Dr. Kero is a genius frog scientist. He uses kicks as his normal attack, but his spitballs have unique physical properties. You can even kick the balls towards your opponent!

Don McRon is the fashionable CEO of DonCorp, managing fast food chains all over the world. His attacks are - you guessed it - fast food items! His super doesn't win the game, but it lets you stop time for a moment.

Each character comes with their own new stage and stage music as well!

New singleplayer modes are also available. You can unlock colors and a character from the original game by playing through Arcade Mode, and learn the game's basic mechanics in Tutorial.

Additionally, rebindable controls, window settings, and additional options are available for you to tweak!

This game marks the first time I've programmed, designed, and composed all the content, and it's been a blast to develop. I've even had a few friends help with voice acting! Hopefully you all enjoy playing the game with friends as much as I did making it.

- joh

Thanks for playing! I've been aware of pretty much all your issues, and they should be addressed come next demo release. Though the lightning thing is actually intentional (probably shouldn't fling you up as high as it does now in any case)

Always enjoy playing your game, gameplay is as fun as always. Menu text and especially the difficulty select were cute and nice touches. Tried changing the window scale in the options menu, which worked but the actual number didn't change. Other than that didn't find any bugs. Looking forward to more progress!

Thanks for playing, map will most certainly be more populated in the actual game.

Thanks for playing, plenty of helpful insight. Many adjustments are planned for the next demo.

Yeah, I still need to tweak the physics so it feels tighter. Sorry about that, it was a last minute demo day addition, but I hope you had fun with it.

I'll put space as a jump input, though it might feel awkward to attack. Don't worry about everything else, it's temporary. The lighting is a halfassed solution because the actual lighting system in Godot is super unoptimized, and the coins were just put in as an objective for demo players. You'll mostly be fighting enemies and bosses in the real game.

Guess it only works on latest Firefox. You can use the benches and the aerial attack to give yourself a little boost onto the brick walls or other walljumpable areas.

Thanks for playing. Subtle tutorialization will definitely be there in the full release, as current level design is temporary.

Currently deciding whether or not that's a good thing. You shouldn't be able to walljump on them like you can now though lol

Glad you liked it!

The minimap is just a viewport of the game zoomed out much further. Had to try a few solutions to get the rhythm really working, but setting positions based on OS time seemed to work the best (you can look at the source code, though it's very messy). Didn't use anything other than the built in Godot scripting.

Thanks for playing!

You can actually fly over the boss and shoot from the other side - quite necessary for the no-hit run :)

Thanks!

Thanks for playing!

It's just 1 guy, actually. I like to publish under Hypersnow when publishing games. Thanks!

I'll see if I can export and test the other builds somehow.

Controls - You should be able to move in all directions when firing in ship mode. I also tested this on my laptop, so I believe the problem is keyboard ghosting. In a future update, I'm planning to add a toggle between firing in movement direction and also control changing to alleviate the problems. I'll take your word for the fullscreen tip too.

Thanks for the advice!

Thanks, glad to hear you had fun!

I'd make other builds, but I don't have Mac or Linux machines and HTML5 builds give an error...

If you have Godot, you can build it from source, though!

Thanks! May I ask what balancing specifically?

I'll definitely make it an option if I ever make a post-jam build!

I also did try HTML5 export, but I think it's pretty buggy at the moment - couldn't get it to even start without errors.

Long, long time since my last post! Had to work on another project for a few months but now I can dedicate my time into finishing this one.

Shops are in every major area in the game. Their contents will likely change as you progress through the game, and they're very useful for buying spare mod ingredients.


Hopefully there won't be any more hiatuses, so expect more frequent updates!

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Project Moment is my current game project that revolves around time. (Haven't thought of a good title yet.)


OVERVIEW

As someone given a limited power to manipulate time, you journey through many foreign lands, meet interesting new people, and create and use weapon mods.

Battles are unique - each turn you are given a short amount of seconds to act however you like: attack, heal, set up traps or blockades, etc. Time is also your health - the less you get hit, the longer you can act. Enemies will generally have less time to act, but the same concept applies.

Weapon mods are made of materials or elements. For example, two ice elements will create a Freeze mod that does 10 damage and requires little time to charge.

Mods may also be combined to create new ones. Three Freeze mods will make Triple Freeze, each shard dealing 15 damage. In the real scheme of things, combined mods won't be this blunt - but you get the idea.


If you want to follow progress you can check out my Twitter. I also post on /r/gamedev as hypersnow_dev.