
Generic Fighter Maybe
GET READY TO COMMIT A VIOLENCE!
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:
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!
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 simple puzzle game created for the LAGS Gamejam 2025
Published | 1 day ago |
Status | Prototype |
Platforms | HTML5, Windows |
Rating | Rated 4.7 out of 5 stars (10 total ratings) |
Authors | Astrobard Games, Khao Mortadios |
Genre | Fighting |
Made with | GameMaker |
Tags | 2D, Arcade, combos, fighter, Indie, Local multiplayer, Two Player |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Gamepad (any) |
Accessibility | Configurable controls |
Multiplayer | Local multiplayer |
Player count | 1 - 2 |
Download
Click download now to get access to the following files:
Development log
- Training Mode's reset button can now be changed!17 hours ago
Comments
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I play 60 games in a row (won 55). Well done, the game is really fun!
very fun, very silly
i like the sun a lot, just think its funny in a lot of scenarios :)
one tiny thing i noticed is that you can juggle the opponent basically forever if you KO them in a corner and keep hitting them with light air attacks, and if you do that the music doesnt play in the next round for some reason (but its easy to avoid doing that so not a big deal)
this game is genuinely really fun but please add more training settings i would love to be able to train against someone who blocks, or crouches, or train in an enviroument where i dont have infinite meter. also the input system keeps making me do a DP some times when i do fireball or even just a 2M-6M.
Game is peak I hope it continues to get updated me and my friends have played it for hours already
game is super cool!! whoever decided to let you dash cancel the launcher is a sick and twisted genius. i found some dash cancel loops.
other than that though, i found that the input detection system is sort of weird? sometimes it's super strict (a 2369 input doesn't register as a quarter circle like in most games), and other times it's super lenient (you can see this at the start of the clip; i get a DP at 0:03 even though i hadn't pressed a forward input). also down-back heavy results in a standing heavy for some reason. regardless, the game is silly and cool, and these issues don't detract too much from how much fun you can have in the game.
Thanks for the feedback! I just posted an update fixing the down-back+heavy thing. I'll see if I can make the inputs a bit more consistent next time I update the game.
I don't want to play this
is this peak chat? also any chances of the game becoming like a template? i'd legit pay bc this is so good.
I play on keyboard using the 'hitbox' layout, which uses space bar to jump. In training mode, space bar is the Reset button, and there does not seem to be a way to change this. Could we be given an option to change the Reset button in the future?
Edit: seems like blocking while crouching gives me Standing Heavy instead of Crouching Heavy.
Looking forward to pressing buttons in this game :)
I'll definitely be adding that as soon as I can, didn't even think that'd be an issue, but I've had multiple people say the same thing already! I'll let you know when I update the game.
Appreciate it. I edited my post with another quirk I found. Good luck, and thank you for the game. It really is quite a neat game. I like looking at it haha
Just posted an update fixing both issues! The training mode option can be found on the controls menu. Hope that fixes Training Mode for you!
Damn, he's good!
this is so fuckin fun to move around in, feels super fluid to play. insanely underrated game, you feel overpowered like in mvc and stuff but without a lot of complicated mechanics which my lack of a brain cant handle. simple and fundamentals base but insanely fun, underrated ass game.
i would give this game 9/10 easily, i do have a few suggestions however. i wish is that wakeups were more telegraphed/animated... i feel like im getting otg'd all the time and i dont know when i or my opponent are going to wake up. this might just be a skill issue, or maybe i dont understand the wakeup game, but adding an animation would definitely feel more natural. also, super inputs are rly annoying, idk why, i can never do them in an actual match apart from the qcb super (ive done these inputs many times before in other games so this is at least partly not a skill issue). id love an actual dash button that isnt the rc-like meter dash, this game feels like it would work really well with it. and finally, please make the 'tatsu' go through fireballs, i try to do it all the time and get counter hit lmao.
this game is rly good so far tho, despite my minor issues, and it could turn out incredible!! keep working on it, the fundamental gameplay is SUPER fun, more so than a lot of popular fg's imo! <33
Thanks! That's some good feedback. I did have a wakeup animation at one point but I thought it felt a bit weird. I'll see if I can come up with something else because I think you're right, it's hard to know what the timing even is at the moment.
That's interesting about the super inputs. Do you think they're harder to than in other games? And are you having issues with other special moves or just the supers? I'll try to find a way to make them more forgiving.
thanks! i imagine that if you played it a lot, you would get a feel for the wakeup timing, so thats probably just me. its just a problem with timing my meaty or my throw tech when im waking up. speaking of, a few frames of wakeup throw protection wouldn't go amiss, but maybe it already exists and i just havent noticed, or maybe this is just a matter of personal preference. the super inputs themselves arent harder, but the interpreter seems slightly weird - im not sure, i just find the 632146 and 236236 motions inconsistent in real matches. thanks for your work though, and your willingness to improve the game, i know some devs who couldn't care less lmao
oh also i got an pretty funny bug where the other player (a cpu) was rotated 90 degrees in the round start animation, and then was stuck in the floor as shown. they were still doing a bunch of actions except lower down, and they were still fully interactable but didnt move and took no knockback so idk lol
Looks super fun but... I feel like it's more the computer that has fun. It can make simple combos I can't, doesn't have blue bar costs it seems and can do special move instantly while I have to press the buttons in order and it's hard to make it work when going fast.
The only time I won was giving up the combos just to use light and heavy attacks at the right timing... but then at the third and last round it becomes even stronger,
I feel like you created something fun but that I can barely reach, rather just watch. :/ Will still rate 4 stars for the hard and funny work.
Understandable, I'll admit that the game is not particularly "friendly" in terms of teaching how it works. Still, thanks for playing and still rating highly!
i miss my pr0n but this helps me beat my meat in another way