Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

thego.

29
Posts
5
Followers
12
Following
A member registered Aug 29, 2019 · View creator page →

Creator of

Recent community posts

feels fun!

same thoughts as The Sailor;

  • the buttons should be a bit clearer (more so the effect for when a box is already on a button - took me a moment to notice the label changing
  • maybe add a set goal of steps and/or pushes

anything else seems to already be on the todo list, so i'm excited to see where this goes :)

'cause samurai have a hard time pronouncing it

short and sweet :)

very strong yet calm atmosphere; like a warm hug

thanks!

i'm quite proud of the sounds, effects, and ai; they're all surprisingly simple under the hood despite how effective they are ^ ^)

(1 edit)

thank you!

and yeah, i'm currently in the process of reworking the physics for a post-jam update (updates?). the current system is a mix of copying code from older unreleased projects and "eh, this feels fine enough for now".

i'm also planning to add wall jumping, potentially a 2nd jump, more/ better stages, and reworking the numbers on some of the attacks (in this context, the up-air, which is meant to be a sort of recovery)

Thanks you!

And yeah, i didn't have much of a chance to playtest with anyone, so the cpu was partially so i could actually test things out myself, lol

Thank you!

although, fyi, i am making a post-jam version now, and it has more polish, more features, and more juice (like a bit of stun upon hitting someone with high percent)!

Thanks! and yeah, you don't seem to be the only one...

i've already put it on my todo list to add an in-game tutorial in the post-jam update(s), and not just so people would know the controls;

as is on this games page, i was/still am really inspired by FOOTSIES, which is basically an attempt to make as minimal of a normal fighting game as possible (only left, right, and attack).
it also includes multiple tutorials, in-game frame data, and so on, to help people learn the fundamentals of fighting games.

so, it'd be my greatest achievement to make this game be similar, but for platform fighters.

(i also intend to diversify/better the ai, so that's something for everyone!)

(1 edit)

Thank you!

I spent quite some time trying to make some simple music, something with just drums and a "shamisen-sounding" melody, but I couldn't get it to sound right, so i scrapped it - -)

I'll definitely at least try again when I make an update to this game!

Thanks!

just in case: i've now added a link to the bbs post ^ ^)

Thank you so much!

Thank you.

I'll admit, this is not a good example for someone who isn't already at least a bit into platform fighters.

  • the physics isn't exactly how i'd like it to be, which means you have to fight the fact your opponent can (almost always) recover more easily from situations than you first and foremost;
  • there's only one ai, and even that being one that's (by my friend's accounts) totally ruthless and (imo) overly spammy;
  • there isn't any good way to respond to aforementioned spam, despite my (lazy) attempts at making (some) attacks be punishable (only if you can honestly react a bit unreasonably quickly);
  • the game doesn't teach/even tell you anything about what you should be doing, and the page just leaves you with the controls and a short unprecise description for each attack;
  • All that despite my attempts of making this game be "simple"/ minimal,
    and one of my inspirations being FOOTSIES, which is an "introduction/teaching game" for regular fighting games (Street Fighter, Mortal Kombat, etc)

Still, I am proud of quite a few things with this game.
...but,
there's definitely a lot i still have to work on if i want this game to be in a "non-gamejam" state.

again, thanks for your feedback and if you or anyone else decides to actually read through this.

Thank you!

I'm quite proud of how the AI turned out; it's really simple code-wise, but even I have to try hard to beat them "^ ^)

And yeah, I have the habit of using a lot of aerial attacks too.
I already added a bit to make it jump over (spammy) grounded attacks, maybe I could make it strategise better around aerial attacks too? > >)

Thanks!

Blocking is actually an interesting topic!

First of all, this game is made in the pico-8 fantasy console, which has (close to) the same number of controls as the NES: you only have a d-pad and 2 buttons per player. so, with a jump and attack button, i've already run out of buttons "^ ^)

Second, if i do figure out a good way to bind it (perhaps as jump + some aim?), i'd rather add a parry, like in Rivals of Aether; a block you'd need to time correctly, basically.

Thanks for your input!

thanks!

the code is quite a hotchpotch at the moment; i want to clean it up and fix/change a few things before sharing the cart.

i´ll be sure to put a link here when i´ve put it up on the bbs, though!

pilin mi li sama jan ante; ni li suwi mute a!

tenpo lili la, mi wile e ni: mi sama soweli: mi moku, li lape, li musi taso ) ) )

if you haven't already, i suggest trying out windowframe by Daniel Linssen for more window-bending fun

(is this allowed? can i suggest other games in some game's comments?)

great concept and great execution!

left me kinda hungering for more (which is not a bad this in this case!)

and of course, your art is wonderful as always.

really, really nice game

i especially loved the art style (and colour palette!)

puzzles were great, other than the 2 obvious problems everyone else here has mentioned

WORK it harder make it better

do it FASTER makes us stronger

more than ever hour after

hour work is never over.

--spoiler (kinda)--










i really wanted to write that in the "hex" code, but i don't have the patience to write that and none of you would have the patience to decode it (i hope)

(1 edit)

Daniel, why must all your games be so frustrating yet oh so compelling?


i just know i'll come back, try for another 1200 strokes, curse your name and leave, only to eventually come back
like with most of your games

also, would really appreciate an "inverted controls" toggle
(1 edit)

> get myopia

> get called weird

> lie in bed and feel like crap

hits a little too close to home

10/10 would recommend

smol and cute, like a beetle

this game makes my blood boil over my own stupidity

10/10 new hyperfixation incoming

while never an actual threat, my step count slowly ticking down was constantly looming above me and giving me worry. great game!

"UNUS ANNUS (time is ticking...)"/10

:)

input lag: the video game