when using a keyboard on the new update 3H just didnt work. it showed on the input display that it wasent even inputting heavy when i had both S and D pressed (3 on the numpad notation),however when just crowching normally or in any other direction it still input the H, its just this direction that ate the H input. it also ate the M input but there isnt a 3M so idk if it matters. the only input that worked was L.
That's weird! You sure it's not a keyboard issue? Some keyboards get a bit unresponsive when pressing multiple keys at once. Maybe changing the control scheme might help?
sorry for taking so long to reply i dont have notifications on discord, after switching my H and M keys to NUM5 and NUM6 it now works. i have no idea why it didnt work on K and L tho.
I just found out that you can still charge meter by hitting your opponent after winning the round. If you have them up against a wall, you can easily do 10+ hit combos and charge plenty of meter for the next round.
I actually encountered a glitch by doing that. I managed to stall the round win animation until the clock reached zero, and then the music abruptly cut out. The sound effects still played, but there wasn't any music until the victory jingle.
really dope, engine feels buttery smooth to move around in, feels like a floatier version of p4a or skullgirls and the system mechanics seem really impressive for how simple the game seems, definitely gonna mess around with this for the foreseeable future if we get some training mode options, also please consider adding a wakeup animation or something like that, knockdowns are really jank and oki is basically non-existent
i found a way to stunlock the bot just make it go to the wall, do 3 jabs, 1 forward medium and repeat till he dies. just beware of blocks and parries when you just managed to trap him
It's great, but you need to add oki. Unless you have a bar of meter, knockdowns just lead to both players mashing grab, as the one on the ground literally can't do anything. There's no way to get up faster, and the very frame you get up, the opponent can grab you, and so can you, so the oki game boils down to just grab mashing, as any other option is just outclassed.
In theory I set things up so you can counter a grab by either jumping or doing a DP as early as possible. If you're getting thrown out of those, there might just be a bug there that I need to fix!
In either case, I've been considering making characters invincible to throws on wakeup for a few frames. I know that throw loops have been a controversial topic in the FGC lately.
When you knock down the bot, it's fine, but when you get knocked down, 9 times out of 10, the bot will just stand over you and grab the frame you get up.
I absolutely love this. Is there any way to use this as an engine? Thinking about creating a fighting game and adding characters to this would be amazing. Thank you so much!
I'm working on expanding the game for a steam release. After that I might consider some steam workshop support to add characters and stuff, but no promises for now.
Great game! Really enjoyed playing it. However, I've encountered a (rare) and minor bug where the game freezes and becomes unresponsive (esc doesn't work as well) after a match results in a draw. Other than that, it's perfect.
keep up the good work man :D
edit: oh yeah thank you reddit for finding me such a goldmine
Hi! So weird error... Does it happen for anyone else that when playing with two xbox 360 controllers the input for going left gets interchanged between players?
That's really weird! I just tested it with both a 360 and an Xbox One controller and it doesn't happen to me. Are you using any kind of controller app that might be getting in the way?
I'm definitely not against modding, but I'm not exactly experienced with it, so I wouldn't exactly be sure how to support it directly. I'll focus on updating the game, and then we'll see!
Looks great! I've already pointed some friends to this page just for all the silly animations you show off. I really like the sun reacting in the background there.
The thumbnail kinda looks like it says Generic Fighter 2 Maybe, with the blue guy's leg where it is.
fighting game terminology, if you were using a piano you just slide from one key to the next. and doing a quarter circle is just, the second half of the half circle
great game. one suggestion is i think the recovery on DP is to quick. I can't even punish with a jab when they land. Or is the idea to get an air combo or launcher punish
After a DP you can move as soon as you touch the ground. But you can definitely punish a DP while it's in the air. You don't even need to go into the air yourself, throw a jab before they land and you can probably still get a full combo out of it.
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 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 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
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!
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when using a keyboard on the new update 3H just didnt work. it showed on the input display that it wasent even inputting heavy when i had both S and D pressed (3 on the numpad notation),however when just crowching normally or in any other direction it still input the H, its just this direction that ate the H input. it also ate the M input but there isnt a 3M so idk if it matters. the only input that worked was L.
That's weird! You sure it's not a keyboard issue? Some keyboards get a bit unresponsive when pressing multiple keys at once. Maybe changing the control scheme might help?
sorry for taking so long to reply i dont have notifications on discord, after switching my H and M keys to NUM5 and NUM6 it now works. i have no idea why it didnt work on K and L tho.
peak update
easy bot is not easier, hes just more passive TwT
is the bot set to hard mode before this update?
very hard seems to observe how you play
Great game. I really had fun with this.
Really good game
I'm playing it with my sister every day since it lauched and it is really fun
I would absolutely love an update
I just found out that you can still charge meter by hitting your opponent after winning the round. If you have them up against a wall, you can easily do 10+ hit combos and charge plenty of meter for the next round.
I actually encountered a glitch by doing that. I managed to stall the round win animation until the clock reached zero, and then the music abruptly cut out. The sound effects still played, but there wasn't any music until the victory jingle.
i'm an oldhead fighting game fan. this game is more fun and creative to me than any modern fighting game
really dope, engine feels buttery smooth to move around in, feels like a floatier version of p4a or skullgirls and the system mechanics seem really impressive for how simple the game seems, definitely gonna mess around with this for the foreseeable future if we get some training mode options, also please consider adding a wakeup animation or something like that, knockdowns are really jank and oki is basically non-existent
update: found a few cool things
dumb neta combo
fireball oki setup
i found a way to stunlock the bot
just make it go to the wall, do 3 jabs, 1 forward medium and repeat till he dies. just beware of blocks and parries when you just managed to trap him
This is great! I'd love to push buttons in this with some of my fight game friends.
I'd be interested in peeking at the code for this game - if you make it open source, I'd be really happy. Thanks for the game!
It's great, but you need to add oki. Unless you have a bar of meter, knockdowns just lead to both players mashing grab, as the one on the ground literally can't do anything. There's no way to get up faster, and the very frame you get up, the opponent can grab you, and so can you, so the oki game boils down to just grab mashing, as any other option is just outclassed.
In theory I set things up so you can counter a grab by either jumping or doing a DP as early as possible. If you're getting thrown out of those, there might just be a bug there that I need to fix!
In either case, I've been considering making characters invincible to throws on wakeup for a few frames. I know that throw loops have been a controversial topic in the FGC lately.
games like GGST use about 5 frames of throw protection on wakeup and after blocking - it seems like a fairly moral design decision.
When you knock down the bot, it's fine, but when you get knocked down, 9 times out of 10, the bot will just stand over you and grab the frame you get up.
You can hold up or buffer a reversal to dodge grab
Is there a discord for this game?
Not yet, but I'll likely make one soon. I'll post an update when I do that!
I absolutely love this. Is there any way to use this as an engine? Thinking about creating a fighting game and adding characters to this would be amazing. Thank you so much!
I'd like to second this. Or, I'd love a tutorial how you made it.
I'm working on expanding the game for a steam release. After that I might consider some steam workshop support to add characters and stuff, but no promises for now.
Great game! Really enjoyed playing it. However, I've encountered a (rare) and minor bug where the game freezes and becomes unresponsive (esc doesn't work as well) after a match results in a draw. Other than that, it's perfect.
keep up the good work man :D
edit: oh yeah thank you reddit for finding me such a goldmine
How do I block/parry it keeps happening at random
Block by holding a direction away from your opponent, and parry by pressing towards them right before getting hit!
W
Hi! So weird error... Does it happen for anyone else that when playing with two xbox 360 controllers the input for going left gets interchanged between players?
BTW so fun to watch the bots fight themselves
That's really weird! I just tested it with both a 360 and an Xbox One controller and it doesn't happen to me. Are you using any kind of controller app that might be getting in the way?
brooo so good. Good shit
How do i attack
If you're playing on keyboard, you press J, K and L as Player 1, or 4, 5 and 6 as Player 2.
You can freely remap the buttons in the options menu too.
i figured it out shortly after i said it lol
I WON LESGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
would u consider this being able to be modded? also this was fun to play.
the bot kicked my ass most of the time tho
I'm definitely not against modding, but I'm not exactly experienced with it, so I wouldn't exactly be sure how to support it directly. I'll focus on updating the game, and then we'll see!
ok, cool
Looks great! I've already pointed some friends to this page just for all the silly animations you show off. I really like the sun reacting in the background there.
The thumbnail kinda looks like it says Generic Fighter 2 Maybe, with the blue guy's leg where it is.
For some reason I can use the moves but it wont hurt the other player, idk why
cool, maybe try adding more movesets next time then
btw, theres alot of moves locked behind gamepad man, how am i supposed to do the half spin on a keyboard?
simply piano the keys.
piano? what?
and i found out how to halfspin, but quarter spin is just impossible
fighting game terminology, if you were using a piano you just slide from one key to the next. and doing a quarter circle is just, the second half of the half circle
oh, got it
now how bout that bullshit z input on the joystick
This was so much fun!
so good! the moves are so random and the artstyle is top tier. love it! definetly keeping it to play more times
Love it.
great game. one suggestion is i think the recovery on DP is to quick. I can't even punish with a jab when they land.
Or is the idea to get an air combo or launcher punish
After a DP you can move as soon as you touch the ground. But you can definitely punish a DP while it's in the air. You don't even need to go into the air yourself, throw a jab before they land and you can probably still get a full combo out of it.
Can you post the controls please?
You can check the controls and freely remap them in the options menu!
j k l i are the ones i leared
I found out already
its in options
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
true
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