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GFM is a traditional-style, 4-button, side-view fighting game for 2 players. Featuring all the classic fundamental fighting game mechanics, complete with big combos, multiple defensive mechanics and meter management.


Press the Light, Medium or Heavy attack buttons to deal damage with your normals, and press the Dash button to extend combos or catch your opponent off-guard!


Learn your moves! While GFM only has 1 available character, it's fully equipped with 3 special moves and 4 supers!


Play right on the browser, or download the Windows version for better performance, fullscreen, and potentially better controller support.

FEATURES:

  • Fully featured fighting game mechanics, combos, specials, blocking, throws, supers, you name it!
  • Classic-style motion inputs for special moves. ⬇➘➡✊
  • Extend your combos to unhealthy lengths with the somewhat unique GFM-Branded Dash button.
  • Attempt to escape long combos by spending meter.
  • Play against a friend locally or against a pretty decent bot.
  • Keyboard and Gamepad support with full button mapping.
  • Training Mode with visible hitboxes.
  • Ugly low-effort artwork that was well-animated for some reason.
  • Some really cool battle music.
  • Cheer-up the sun by doing combos (doesn't impact gameplay but they'll be really excited)
  • A character, probably.

NOTE FROM THE DEV:

UPDATE: Thanks for the support! Generic Fighter Maybe is now in full development and will be released on Steam!

Original Note: 

Generic Fighter Maybe was a side-project I created for fun a couple of years ago, partly to test a development tool I created called Sprite Anchor. I finally decided to release it today as a free "demo" game, because even though I never intended to turn it into a complete experience, I felt like it was a waste to just leave it forgotten in a folder forever. Better let people play it!

As small as it is, it's a game that I already considered complete for the purpose it was created for. However, if people enjoy it and I see some genuine interest, I'd certainly be willing to continue development to potentially turn it into a full game. Or just to slightly expand it. Or to improve what's already there. So please let us know if there's anything you'd like to see added or changed!

CONTROLS AND TECHNIQUES:

Gamepad:

  • Movement: Left Stick & D-Pad
  • Light Attack: X
  • Medium Attack: Y
  • Heavy Attack: B
  • Dash: A

Keyboard:

  • Movement: WASD (P1) - Arrow Keys (P2)
  • Light Attack: J (P1) - Numpad 4 (P2)
  • Medium Attack: K (P1) - Numpad 5 (P2)
  • Heavy Attack: L (P1) - Numpad 6 (P2)
  • Dash: I (P1) - Numpad 8 (P2)

All controls can be remapped in the options menu.

Extra techniques:

  • Block: Hold a direction away from the opponent.
  • Parry: Tap forward right before getting hit
  • Throw: Light + Medium.
  • Combo Escape: While getting hit: Press Dash (requires 1 bar of meter)
  • Burst: While getting hit: Press Dash + Any attack button (requires 2 bars of meter)
  • Super Store: During a Super Move's startup: Press Dash (requires 1 bar of meter)
  • Taunt: Light + Medium + Heavy

Check out the Pause menu too for additional info on Special Move commands!

Other Games by Astrobard:

  • The Amazing Crackpots Club! A Pong-Like Platform Fighter about making potions explode.
  • M.I.C.E: A hyper casual arcade game about a mouse UFO stealing earth's cheese.
  • The Fading Gaze: A puzzle game about line of sight, created for the LAGS Gamejam 2025.
StatusPrototype
PlatformsHTML5, Windows
Rating
Rated 4.7 out of 5 stars
(95 total ratings)
AuthorsAstrobard Games, Khao Mortadios
GenreFighting
Made withGameMaker
Tags2D, Arcade, combos, fighter, Indie, Local multiplayer, Two Player
Average sessionA few minutes
LanguagesEnglish, Spanish; Latin America
InputsKeyboard, Gamepad (any)
AccessibilityConfigurable controls
MultiplayerLocal multiplayer
Player count1 - 2

Download

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Click download now to get access to the following files:

GenericFighterMaybe.zip 35 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 97 · Next page · Last page

how do you do ultimates im lost

much love from  zlorbglorb

(+1)

i played this with my friends in school, it was really fun!!

(+1)

Absolute peak

(+1)

My brother with me  very liked this

D.Y.K., you can win against another yourself, even of you just map the same controls, with movement mirrored of course, by spamming the specials?

(+1)

Is there gonna be a fullscreen version in the browser?

you can use the iframe (https://html-classic.itch.zone/html/14797852/index.html) and press f11 on windows/ctrl-cmd-f on mac

I'm running linux without an F11 key...

Is the tatsu cancel into DP just a normal gatling and I'm just having a skill issue or is there something I'm missing?

Just wondering, hows the development going on this game?

(1 edit) (+1)

It's going! The current internal version has 3 characters in a near-completion state with the fourth one about halfway there. Once those are 100% done, we'll probably switch gears to completely focus on online play while we plan out the remaining content. This weekend we'll be showing off a build at local gaming festival (in Chile) and that'll be the first time these characters are gonna be publicly playable. After that, we'll very likely start talking about holding public playtests on Steam!

Gotcha, thanks!!

(+1)

Also, can we have a mode in (Training) where the CPU does nothing? I keep having to wait to retry a wall combo because it keeps blocking.

Training options are definitely in the to-do list! 

(-1)

Bro, the (very easy) CPU parried every single one of my hits.

(-1)

I COULDN'T LAND A HIT!

(+2)

I'll admit that I didn't put too much effort in the extra difficulties. Easier modes mostly just get worse at comboing. It will get better.

You didn't stop the hurtbox after death. Not sure if intentional

(+1)

Most things in the game that just work in a really weird way that feels really silly were basically kept that way because they made me laugh. This is definitely one of them lol.

It may end up being removed if it proves to be too obnoxious.

I just made a sport out of it. Here. It's silly.

The image should have displayed.

I will say that it is easy to delay the game to an unfun point, so make it a setting please.

how do i do attacks with the curves for movment i try pianoing but it dosent work (keyboard)

Example: Large Fist... Inputs: (Left)(Left+Down)(Down)(Down+Right)(Right)(Left)

I'm listening to the Hatsune Miku cover of big shot right now (peak)

Peak smooth fighting game experience. Excited for the full steam release o7 o7

(+2)

this snafu is wayyyy to high quality. Jarvis, coax this game further please

(+1)

played this game on my school 1v1 my friends this is the best fighter game i ever played there and put new characters and map NOWWW!!!!! 


W GAME!!!!!!🤑🤑🤑🤑🤑🤑

(+1)

this shii FIRE twin

(1 edit) (+2)

this genuinely might be my favorite fighting game ever

I'm not even lying

This has given me so much joy and yet I have not even played it that long

the art style fits the game play perfectly 

there are so many little details that I think might be bugs but I love anyways


if this game was $100, I'd find a way to buy it (don't make it $100 please)


thank you so much for making this game

It cured my illness, my dog has a PhD, and I found a crisp $5 on the ground since I have played this game

(+1)

An example of a detail that I found that I am not sure if it is a joke. 

after the little slow-mo thing that happens when you violence an opponent will happen again if you continue the combo


I love this so much don't patch it out

(+1)

Your game starts at 09:24. We loved this! The animations were fun, especially the victory poses, and the sun in the background was a nice detail. Using controllers and being able to do verses mode all worked great. Even the music fit well with the silly vibe. Looking forward to the final build and release!

If you kill the opponent in the training room the game will freeze and character's victory animation will play but it'll just stay on that screen.

(+1)

Oh yes I ran into that a couple of times. You can just press the training reset key twice (spacebar by default) and things will go back to normal. But yes I'll do a proper fix at some point.

Also, good job lol. Figuring out how to kill in training mode is not easy.

Ok thanks.

I don't know if it's intentional, but after doing a launcher or launcher into L > M > H in the air, the opponent will be in a juggle state where you can just fireball over and over, and it won't push you back so you can infinitely juggle your opponent (Even leaves you kinda safe if they try to burst out since fireball is pretty low endlag)

Definitely not intentional. It seems like combo scaling is not being applied to the fireball for some reason and I never noticed.

(+1)

I love this game, I just love generic fighters I can play in a browser mainly

(1 edit) (-1)

Game looks fun, but doesn't work unfortunately.

Keyboard controls do not have the ability to attack. You can only jump around.

EDIT: Looks like the issue was that during the selection screen if you use the wrong keys you are given the "Player 2" controller.

You can rebind your controlls

I works perfectly fine for me

(3 edits) (+1)

this is an absolutely great game i love the art style and the mechanics but there some issues i like to point out
First: one of the most important and seeing as some of the comments talk about this, input. please fix the input
Second: while the input is funky the main thing is the lack of combos that are really useful and not broken for example you could lock your opponent in an infinite loop by this combination of keys: Hold SD + H (now in air) LLMH then Hold SD + H and repeat this is totally broken because you could just push them into a corner and they will be unable to do anything even when they get closer and closer to the ground you could do Crouched L to counteract that even if they counter if you hit them once with SD you win (i won 30 out of 31 rounds using this combo so pretty broken)
Third: add more combo variety/characters
thank you :)  

P.S: I believe the input reading is wrong on keyboard 


<3

I think a lot of this will be touched up in the final release, I do agree the easy infinites and lockdown are a tad bit unhealthy but I'm 90% sure most stuff will be completely different in the final release (which will have 4 characters)

(+1)

how do I get past the title screen

(1 edit)

CLICK ENTER KEY

Made a video

(+2)

Free violence :D

it feels really good! great job!

(+1)

Really fun to play, I loved it!

Hella

😊👍

I love this, BUT PLS, DO SOMETHING ABOUT THE INPUT READING

This game should be in fightcade.

dude i cant wait for release

(3 edits)

This game is really fun and I see it going in a great direction, I just have a few questions to ask (and issues to point out (if they arent already known))
-Will there be a discord for this game
-Is 6M meant to restand
-Are you supposed to be able to combo into grab (things like 5L, 2L, and 6M are able to link into grab, although you can still tech them)
-If you use a fireball and then reset training mode the projectile will still be on screen, this also lets you fire another projectile
-Starting a cpu vs cpu match will not let you pause and the only way to exit is closing the game
-Jump canceling specifically 2L or 3H will give a much farther jump akin to a dash jump

-Probably! We'll post an announcement both here and on Steam when we finally do that.

-I may have added a forced restand simply because it's meant to combo into jab which goes over crouching characters but to tell the truth, I don't even remember. I made this version of the game a while back.

-No, that's not meant to be a thing. In theory, grabs shouldn't work during hitstun or blockstun, if things are working like they're supposed to, you should even be able to jump before the grab can connect.

-Oh yeah training resets are almost completely broken lmao. Everything that's technically separate from the actual characters just awkwardly stays behind when you reset.

-Aware of it! I'm currently working on a thing that'll lead to player inputs on CPU fights working a bit different that should hopefully fix that.

-Oh that's interesting. I did that on purpose on 3H to make jumping attacks connect more easily after launching the opponent, but I'm surprised that's also happening on 2L.

Ill be honest I wrote this when I was tired and it was very implusive, did not expect you to reply to it, so tysm for going through my yibber yabber
About the whole grab thing, they cannot be jumped, but they are techable so I don't think it's a huge deal either way

This game fucking rules, I love everything about it EXCEPT the motion input reader is really really inconsistent. I have to do motion inputs really really slow just so they come out 80% of the time. The inputs also have TOO wide a window, leading to DP coming out when i would expect fireball, even after waiting a split second before doing the 236 input after walking forward. There are workarounds to this but I got so many misinput DPs that i don't usually get in other games.

This is literally my only complaint. Every move in this character's arsenal has a purpose, combos are cool, unblockables have counterplay in meter-dash-outs and parries... it's just chemically perfect. Can't wait for the full release.

I really want to post the stuff I've found just doing training for several hours. I'll be using numpad notation (numpad as joystick notation) to list it. Here they are:

- Why the heck is Restand a thing here
- 214c to 236c was already in the trailer but it's still awesome that it can be done
- Awesome that you can dash out of 3c whether on hit or block
- 6b can link into both 5a and 3c
- The 6b link can be done twice into Magic Series (5a,5b,5c) in the corner before pushback makes the third 6b whiff 
- You can launch (3c) twice and do Magic Series in the air both times. A third launch will make j.5c whiff if done mid-screen

Please add the option for the training dummy to Burst whenever you want.

great game !

EPIC! This one is an EPIC!!!

It is fun, but you can fly when you spam I upwards

Viewing most recent comments 1 to 40 of 97 · Next page · Last page