FoonLudum Dare ExplorerLD47 → Bust-a-Loop

Bust-a-Loop

By peachtreeoath

View on ldjam.com

CategoryRankScoreCount
Overall2883.9085
Fun2173.8985
Innovation514.2185
Theme5173.8685
Graphics8563.4885
Humor6432.8977
Mood11443.0677

Comments

pixelmoose-studio 2020-10-05 18:34

cool game, a bit tricky but when you get the timing in it can be very satisfying

neonjeff 2020-10-05 19:00

Great game! I almost got stuck on tutorial 4 but the text helped me figure out the timing!

aimainiac 2020-10-05 19:01

Very fun and satisfying! With a bit of polish, this could be a standalone game!

isha 2020-10-05 23:09

Interesting game!

It plays very well. I did not expect a fighting game like this could double as a sort of puzzle game.

local-minimum 2020-10-06 16:57

Very slick and well made. I'm no combo master though. I got to the fourth tutorial, I think. I just never manage to land a sequence three times in a row on that level. The hit-condition on that buster-dunk was too hard for me.

The animations and precision in the controls were great though!

peachtreeoath 2020-10-06 19:21

Thanks and sorry about the difficulty level! You can click the gear settings in the top right to skip the tutorial if you want to see the rest of the game.

I was on the fence about the tutorial difficulty. On one hand I knew this would be a tough game for a lot of folks. On the other hand, the game only gets harder so I felt like I really wanted the player to practice that difficult loop.

Thanks for putting in the time to try to figure it out anyways :)

russ-moonbase 2020-10-07 02:05

I had a blast playing this. The bounciness of the buster dunk and valiant foot were super satisfying (especially stringing those together with the dragon punch). I spent a long time trying to beat tutorial 4 but I was unwilling to give up.

I often found myself repeating the numbers of the moves out loud in order to get the timing right "4 - 3 - 1 - 2"

The art style fit the game perfectly and I like the nods to fighting game history.

I'm usually terrible at fighting games but this game made me feel like I could string together some 20 hit combo.

Great work!

nick-rafalski 2020-10-07 13:55

Very novel and fun game! Holy crap Arcane Fist was fun but hard to time correctly.

I have a question though: did all 10 levels of the Button Masher difficulty, and it told me I was unlocking a ton of cool moves, but most weren't available on this difficulty. So I went up to Casual and hit 'r' a bunch of times (but didn't actually finish a level), and never saw any of them. Did the same in Amateur and Pro as well. Do I have to re-unlock the moves on each difficulty?

Anyway, I will probably come back to this because it's just so silly and fun. The feeling of getting a 3 or 4 move combo right is just so addictive. Great job!

dotsquare 2020-10-07 21:10

Very interesting game idea ! It’s refreshing to have a game inspired by fighting games, ‘cause it’s pretty rare on gamejams ! The game is difficult though, but I kinda suck at those games so that may be me haha I like the graphics too, looks like « MS paint » graphics and I like theses ;) Congratulations !

ariya-reddy 2020-10-07 21:10

This game was incredibly fun to play! I didn't manage to get past the fourth level because I didn't have the patience but I thought the idea was genius. It was very interesting to play an action game that also required some critical thinking!

papaver 2020-10-07 23:37

Very original take on the theme, and not an easy game. I was so confused by the Buster Dunk, because I kept trying it while standing at the same position as my enemy. :face_palm: But I got the hang of it and finished some 4-moves levels. It helped me to say out loud which number I needed to press ;) The graphics are very clean. I think some sound effects could be very satisfying with this game! Great job :)

peachtreeoath 2020-10-08 05:37

@nick-rafalski Yep, unfortunately you do have to progress and unlock the moves again, that's my fault! I'm glad you still got the gist of the game though, that's great feedback.

@dotsquare Thanks a lot! I've never attempted a FG or beat-em-up before because they are complicated and daunting genres. After pulling this one off though, I feel a lot more confident about playing with these ideas in the future. I love fighting games personally so that'd be great for me :)

@ariya-reddy I appreciate that :) I know it's a pretty tough tutorial, but the game does get harder from there on out. If you want to see the full game, you can click the gear in the top right and skip the tutorial. Also, this guide might help you with timing/spacing for the tutorial: https://imgur.com/a/bn1mbLB

@papaver Yea I noticed some playtesters doing that but didn't have time for a true tutorial that explained where to stand and all. Glad you figured it out though, and the fact that you could clear some 4-move levels means you had the execution, but the explanation of moves was just bad. Absolutely agree @ sound effects, the hitstop on punch impact already feels pretty good, a big thud would help even more :)

patrickjr 2020-10-08 06:04

This is really fun and satisfying. Love some of the names. "Buster dunk" xD. A fight music in the background would be cool. This game definitely needs sounds. Just beat some meat and it will make a good punch sound. Add some yelling. It will make the game much funnier and satisfying. Also it's pretty hard to judge the distance for the ice spike.

peachtreeoath 2020-10-08 06:15

@patrickjr haha, I'll go see the local butcher and bring some boxing gloves. Yea, as you unlock new attacks, each new attack is harder to time or space properly.

sulo 2020-10-08 06:48

Nice entry, very refreshing take on the theme! It was probably a tad too hard for me but definitely worth playing!

tom-a 2020-10-08 06:57

A brilliant game with a novel take on fighting.

Only thing I got stuck with was the buster dunk. And some sound FX and music would really make this awesome.

The idea of chaining the moves together is great. Really good job.

letterafterz 2020-10-08 06:59

Wow awesome interpretation on theme, this is super unique and super hard! Wish it had sounds, but I reckon this is a pretty solid job. Feels like a really strong candidate for speed runs.

peachtreeoath 2020-10-08 07:02

@sulo @tom-a @letterafterz Thanks all, I know it's on the challenging side but I'm glad you can see how it might play out regardless. If you want to just see how the tutorial is played out, here's a guide: https://imgur.com/a/bn1mbLB

letterafterz 2020-10-08 07:13

Thanks @peachtreeoath - I got through it - it's the good kinda hard. Sorry that wasn't meant to be a criticism. I really enjoyed that about it!

peachtreeoath 2020-10-08 07:20

@letterafterz nope none taken at all! I just wanted to help since my tutorial is lacking. You're right though, fighting game veterans have taken a liking to the game and go pretty nuts with the combo creation. If I ever touch this up I'd definitely like to be more friendly to players that aren't super familiar with the genre.

croxel-studios 2020-10-08 08:46

Really cool that you managed to fit a fighting game in this theme, really impressive.

It's a really fun game, the art reminded me a lot of [Footsies](https://hifight.github.io/footsies/) :)

peachtreeoath 2020-10-08 08:51

@croxel-studios yup that's very much the inspiration for the look & feel. It was actually very helpful for development because

a. it's easy to create

b. the poses are still recognizable to people

Glad you stumbled upon this game!

acuriosity 2020-10-08 14:39

Took me a bit to get the timing down early on in the gameplay, had a little trouble with positioning too, but once I got it I found I was shouting out my moves like a thugged out MC while I executed them.

Favorite Sequence: Valiant Foot -> Buster Dunk -> Ice Spike -> Fireball

Felt like I wanted movement to be a bit quicker so I could get into position for the next move quicker, but that could just be a lack of understanding proper sequencing, because when things did work out, I was devastating my foe.

Good Job!

robonaut121 2020-10-08 16:38

This is probably the best game I've played in the entire jam. The combos are extremely satisfying to complete, especially if you made it. Sound would be great, but I'm presuming (like my team) there was no time. But if you do plan to update it, sound effects would honestly make this game hilarious.

I honestly think you should take this game further. It's so fun.

duke 2020-10-08 20:39

This was actually pretty cool :) Reminded me a lot of training sessions in fighting games to keep the combos going. The art is pretty basic but kinda works in this context. The lack of sound and music does put a dent in the enjoyment of the game though. Especially sound effects would've added a lot to the satisfaction factor.

All in all, a ambitions project with a lot of variety and combinations that actually work pretty well together already. Good job!

peachtreeoath 2020-10-08 20:58

@acuriosity LOL that's hilarious. I'll grab you for voice acting in a full version :D. That's a great sequence and a good test of both timing and spacing.

@robonaut121 I'm really happy to hear that :). I knew this game would be a bit niche because I chose not to lean towards being accessible. I wanted to focus on giving those players who have decent execution skillsets to be able to combine it with their creativity and show off their prowess. I know that is something I'm looking for in games myself and rarely find it.

@duke Bingo! That was very much my inspiration. I don't mind spending a lot of time in training mode. To me it's actually kinda relaxing to just hit buttons and not worry about losing ranking points to people online. Thanks for playing!

flazone 2020-10-09 01:52

Really impressive game! Never thought someone would go for a fighting game on this theme.

The art is very simple but it does the job, would have loved some shake cams and sounds effects to spice the game feel up :)

melhem-fares 2020-10-09 03:23

This game is quite addicting. It makes me want to try and try again until I can get it right. It's challenging but it's really rewarding when you win. Add some audio and maybe some particle effects and I think this game would be even more great.

flawed 2020-10-09 03:35

This was really fun to play! I could see myself coming back to play this often.

peachtreeoath 2020-10-09 08:25

@flazone Totally man, the last hours of the jam were so painful because of the decisions on what to cut. Shake cams were practically next on the list. But certainly a future version would have those to give some of those moves proper justice!

@melhem-fares Glad to hear that! I lamented on the decision to keep the game on the hard side cuz I knew it would be a barrier to some folks. But I knew that for people that stuck with it, it would make each level very gratifying to finish.

@flawed Thanks a lot :) I was having a lot of fun even playtesting it.

annie-owl 2020-10-09 18:00

Very interesting concept! It was really hard to guess when the enemy would hit the floor though, and as a result - really hard to perform combos. I think if you add a little delay before breaking the combo, it should fix this problem.

reef 2020-10-10 03:42

Really inventive idea! I struggle with fighting games and have trouble pulling off combos, but this game really captures the creativity and challenge stringing combos together involves. I had trouble pulling off the buster dunk, the timing and predicting where I would land and hit was a little challenging. I didn't get past all of the tutorials but I think you have a cool idea here.

landosilva 2020-10-10 03:43

Super cool and one of the most original concepts for this theme! Really enjoyed it. Just missed some sound effects, I think it could add a lot into the hype of combing your attacks. Also, it could make a fantastic mobile game, I can easily see myself playing it again. Pretty solid entry, job very well done!

flaterectomy 2020-10-10 08:56

A fun concept as well as a cool take on the theme! It was pretty hard for me, I am not usually one for fighting games, but I went through various difficulty settings to see what attack options there were.

I think what would've helped me a lot was more feedback, both visual and audio. Impact sounds, a walking animation (the slow sliding along the floor felt a little sluggish), etc. I get that makes my critique sound like "this would be better if it were a fully finished game" but just just a few minor tweaks would have made a world of difference to me. But yeah... if only there would've been time, right? :smile:

Any plans for continued development on this?

steventus 2020-10-10 09:30

Hey @peachtreeoath , Valiant Foot -> Fireball -> Blade Drop -> Blazing Heart -> Buster Dunk

I dare you to do that. I think it's quite difficult (At least for me) but damn, the satisfaction of finishing a combo feels gooooood! I actually ended up spending way more time than usual playing this game because it's pretty damn fun! Let's go through the positives:

1) Combat feels very good. I think you've outdid yourself here, it's really well done! I can see you have a lot of love for fighting games making this. It's really nice being able to live the fighting game dream because I suck at fighting games but it feels good to be able to nail combos in this simplified one!

2) I want to give props to your amazing tutorial! It helps create engagement and let player sink into games really well. Nptorious to fighting games are their typically lackluster tutorials (or in some of them, extremely well done tutorials such as in Guilty Gear).

Your tutorial really helps ground the foundations of setting up combos and help me come up with my own. I think your tutorial system was well worth making and if you intend to make complicated games, a good tutorial is absolutely essential. You outdid yourself here. I love it!

My major qualm is:

1) The lack of sound effects is sad in the way that, if you added sound effects, landing the combos would feel extremely good. And for some of us, at least for me, hearing audio cues would also help me land combos way easier.

I think this is an amazing game. It's so good!

badpiggy 2020-10-10 12:05

This is really bloody addictive dude. A little more polish and it could be a pretty cool puzzle game. The combos were really satisfying to pull off and the simplistic art style was great. The only critiques I have are because your game lacks audio and lacks more detailed animations but I supposed it can't be helped cus of the time limit XD. I'd honestly just want to see more of this. Well done because what is here is good none the less

int 2020-10-10 13:34

This game is just very good, I love the gameplay, it's fun! I hate landing cloud kick and the ice attack, but nothing negative I can say here. Perfect job!

mykola 2020-10-10 15:11

Amazingly impressive for a solo game! And very innovative. Even though there is no sound and the art is very simple, it's one of the most engaging games I've played in this jam. Tutorial is great. If you ever get to working on it further, I'd really like to play it!

Really well done!

pedrocoden 2020-10-10 17:28

Nice game! I love 2d games

floata-1 2020-10-10 17:38

very fun game , no sound but well done

peachtreeoath 2020-10-10 20:17

@reef Glad to hear it. I play fighting games but I think they are NEEDLESSLY complicated in a lot of areas. I was hoping that with 1-button gameplay and no jumps, other folks can experience a bit of the joy that I get with combos.

@landosilva @floata-1 @flaterectomy @badpiggy Definitely hear you on the sound thing. Fighting games have some GREAT sound clips and it's a shame I didn't have the time to pop them in, like https://www.youtube.com/watch?v=gp8U3WRDsZ0

@flaterectomy @badpiggy @mykola Thanks guys :) I would love to flesh this out in the future, especially since this is one of my favorite genres, but I'm tied up with other projects atm. Would be cool to give it a Slay the Spire overarching map where you're collecting moves and battling enemies with different properties like high gravity.

@int Hah yep! Sounds like you got decently far if you unlocked cloud kick. The moves get harder to time and space as you get further, and cloud kick is very challenging to combo due to its low knock-up. Well done!

peachtreeoath 2020-10-10 20:17

@steventus Loved the challenge! When I saw blazing heart in there I knew it was gonna be tough. I has a lot of pushback to the attack so it can be quite difficult to combo afterwards.

I found a few routes but wanted to make sure I picked a stylish one. I decided to make one that combos Blazing Heart into Blade Drop, which looks very fancy but is quite difficult. Comboing 2-4-3 was stupidly hard because the height is delicate and you have to hit 4 on the way down. I actually mess up the 3rd loop in the gif accidentally so you can see how tricky it gets.

ss5.gif

Thanks for the detailed feedback, the combo you submitted was super fun :)

lazyalarm 2020-10-11 03:20

I really like the concept and when you get it right its satisfying but I feel like some of the moves are a little too picky. The Buster Dunk I found espically hard to get right. Even though I was making contact with the guy it would only work if it was at a super specific point in his fall curve. If it just had a little more leniancy(and maybe some punchy sound effects) I could seriously see myself getting addicted to this game!

ale 2020-10-11 04:04

Wow this is awesome!! I love fighting games, and didn't expect to see such a polished on in LD! The animations were simple, but well done and the moves felt great to land even without any audio or visual effects.

I think this could be a great fighting game if you continued to work on it. Seriously, don't abandon this one! (This is definitely one of my favorite submissions so far)

peachtreeoath 2020-10-11 08:31

@lazyalarm Great points, and in retrospect I should've had an easier ground slamming move in the beginning. Even if it was the same properties, but straight up and down, I think people would've been able to connect it a lot easier. Thanks for the feedback!

@ale Haha I knew it would be hard to find fighting game players since they're rare, so I'm really glad you found my game! I went with "a game for everyone is a game for no one" and took a risk making a tougher game for people that like to string together moves and feel the satisfaction of combos. I'm really glad you feel that way and I definitely enjoyed just playtesting this game. I hope to revisit it in the future but I'm tied up with other projects right now D:

ms-annotation-x 2020-10-11 11:08

The game didn't work for me, sadly. I really want to play it.

davidpeterworks 2020-10-11 13:39

Realtime fighting game with "cards". Super idea. It is a hard game and fun in the same time. Congrats.

olima 2020-10-11 17:36

Very simple yet fun concept, easy to learn hard to master, very cool!

corentin-benoit-gonin 2020-10-11 17:57

Very good take on the combat genre! Too bad there is no sound, but hey, I commend your efforts anyway! Good job!

doot 2020-10-11 18:05

Wooow I loved this.

The idea is really smart, and seems like something very hard to execute as well as this. The puzzle that it creates are as much ones of planning, execution, and the goal is not only to win but mostly to look as cool as possible. Comboing in a fighting game is always fun, and this game takes all this fun and adds a puzzle layer to it to make you feel clever. The art is clear and the animation are on point.

There are a few things I wanted to note: - The progression and level selection felt like a bit of mess. I did not really understand why or how I unlocked moves, and if I would have to in other difficulty levels. - The lack of sound is indeed sad for the overall feeling of power you could get when doing your custom combo. - The hitboxes where sometimes a bit unclear to me. Maybe with this overly simple art style you could show them to make everything clearer? - The opponent froze on the ground when I hit him/her on the exact frame they touched the ground. - I am not sure but maybe this would be even more satisfying with a considerable amount of hitstun on most moves.

Great job, and thanks for the game, I had fun 💕

archimagus 2020-10-11 18:20

Wow this game is really fun. Sometimes it felt a little bit clunky and unresponsive. I think if the between moves movement was a little smoother that would hep. And some of the moves seem to end the combo just a bit too early. Like I wanted dragon punch to be able to go just a bit higher before deciding that it missed. But over all, this was super fun. I unlocked all the moves on the second to highest difficulty. Some of the combos were super hard, so thanks for the reroll button. Overall one of the most fun games I've played this jam.

indigo 2020-10-11 18:22

I played this until I broke it by freezing in mid-air: Untitled.png

This is great fun.

pkenney 2020-10-11 18:36

I always had this gap with fighting games:

I'd read about how deeply strategic they were, for example from Sirlin, and that would get me excited to play one. But there's this HUGE wall. It's a struggle to even know what my character is going to do next when I press a button, never mind watching my opponent to look for openings.

So you install, let's say... Street Fighter 4 on your windows machine. And you go into practice mode and choose one fat guy and learn a bunch of his moves. Repeating over and over vs the AI. Then you go find a match... And it takes 10 minutes to pair you with someone, and you finally get paired, only to have the game cancel and send you back. So you wait another 5 minutes, and finally a match, and you get wrecked in 1 minute. Oh did I mention you had to install some whole slew of "platform" software just to run this game on windows? And so you bounce off, every time you try fighting games.

They are clearly not intended to be played by people who don't already play them.

So I love that you took an essential fragment of this genre and manifested it in this simpler form for me to experience.

I had a lot of fun with this, and I played until my fingers got tired. I am pretty terrible at it, but after some practice I started getting good enough to really enjoy the 3-move difficulty level.

I definitely achieved a bunch of that HELL YEAH feeling when nailing a combo, and it was super-satisfying to get there. It also felt really cool to build up to that moment through trial and error, better learning the interaction of the timing and knockback of the specific moves in a specific order. And then there was the strategic layer of what order to use.

This puzzle build-up to HELLYEAH pay-off loop was really awesome. Well done!

Because I suck at fighting games there were a lot of small boons I wished for in this game, let me just fire off a few things that I think would have helped me perform better without eroding the essence of the game. Probably just pointing out the obvious with some of these, and you didn't have time:

- I want to understand the hitboxes better. I kept wiffing with cloud kick. The boon I want is a small impact graphic at the exact point of first intersection so that I can better internalize the boundary. In a perfect world, if I wiff and it's close enough, I'd even like to see a "wiff" graphic describing the delta at the min-dist point of the boxes.

- I could use a bit more transparency for the knockback effect of a move, and so perhaps the impact graphic could include a vector component pointing out the size/direction of the momentum it will impart.

- I wished for clearer transparency into the recovery time of a move. The cards themselves did show this, but I often couldn't spare a glance there. I think maybe if my actual character did something like have hand/feet or hat turn to a different shade during recovery it would have helped me with some of the tighter timings. A specific example where I struggled was dragon punch into arcane fist from standstill.

- 1 3 2, 1 3 2, 1 3 2. This was the source of my main feelbad, and part of the reason I struggled when going to 4 attacks. The game needs me to memorize a pattern of button presses but they don't reflect a decision. The main thread in my brain is having fun processing my positioning and timing, but I also have to keep chanting the button numbers to myself. I lost a lot of combos to pressing the wrong number just when things got tight, and that felt bad. Part of the issue is that a move can be on a diff button in a diff round, so my own subconscious would betray me. I found myself wishing that I had a single attack button, and could re-sort the attack cards into the order they would be fired by that one button.

Anyway, I don't mean to emphasize any negatives, because I really enjoyed this game. The peak HELLYEAH moments were really enjoyable. My favorite thing to do was Valiant Foot into Blade Drop.

Great entry - a very clever use of the theme, and overall an awesome package.

joedev 2020-10-11 19:22

Wow this was such a unique take on the theme, and very well executed. I found the combos challenging but not frustrating, and the aesthetic / animation was very clean. Very cool!

dangerousfat 2020-10-11 19:52

What a cool implementation of the theme! The choice of art style is nice, it's simple and effective, but also looks crisp and clean. The fighting game combos mechanic is done very well, I know that can be hard to pull off, but the moves timing seems very precise and smooth. Well done!

peachtreeoath 2020-10-11 21:05

@doot Thanks for all the feedback, I agree with basically every point. The increased hitstun was actually a thought I had as well. For example, in Lethal League, the hitstun goes up every time the ball is hit, which can lead to incredible hype moments like this https://youtu.be/Jw1XKcsafx4?t=689

@archimagus Very nice, unlocking all the moves is no joke so I can tell you put time into playing this. Thanks a lot :)

@indigo Sorry about that! That was such a rare case (hit Buster Dunk + a projectile on the same frame) I had a hell of a time hunting down the bug. I eventually gave up in favor of squeezing in more features but it's good to know that this is a problem that is popping up.

@joedev Glad to hear it! One thing I was hoping was that even though the game is on the hard side, the combo sequences are short enough that the player can make frequent adjustments to their timing/spacing and eventually nail it.

peachtreeoath 2020-10-11 21:13

@pkenney That is a fantastic summary of a typical fighting game experience. I'm pretty into the genre but it is RIFE with problems. Like you said, the amount of new people entering the genre is just a tiny amount. The majority of the community are folks that have been around for years, if not decades.

I personally enjoy training mode because it can be relaxing compared to a nonstop pvp experience where your ranking-points are on the line. I indeed wanted to bring a bit of the joy of hitting combos to other people. I took out jumping, direction input for special moves, and filler moves like jabs. All of them only add a small amount to the experience at the high cost of even more barriers to entry.

I really appreciate the constructive criticism. Often there's a sentiment of "listen to the customer's/player's problem, not their solution", but you actually provided a bunch of great solutions I hadn't thought. If I do a followup to this I'll absolutely keep those in mind!

dk5000p 2020-10-12 09:48

Man I wanted to play this with a controller. Getting my fingers switched on the keyboard was just a little tough to do. This was a really cool and interesting entry. I am a fighting game enthusiast and just reading the description made me want to play. Figuring out the ice spike was one of the harder moves.

namidasai 2020-10-12 11:41

A lot has been said already so won't add too much. Just wanted to say that the animations are super cool and the concept deserves to be pushed further. Works really well as a fighter-game training mode (this should SO be in all fighting games), good job!

super-hadoken 2020-10-12 11:55

Great game! As with any FG a few tweaks here and there would make a big difference. So in my opinion:

- Walk speed increased to help the player catch up or reposition. Maybe add a dash. - Arcana punch should come out much faster. - Dp feels a bit stumpy. Give dp better horizontal reach, also travel higher. Give it momentum in travel path instead of going straight up and immediately down. - Fireball should travel faster. - Cloud kick floats opponent higher. - The loops completed box obsures the Blade Drop. Not game breaking since you normally predict the path. - The top chequered pattern should be on the ground to give the player some movement feedback. - Reference Tekken somehow.

mrbamboo 2020-10-12 14:58

Insane ! I played almost an hour ! So fun !

peachtreeoath 2020-10-12 20:06

@super-hadoken I expected no less from a person named Super Hadoken :)

- Dash is not a bad idea. I did want to simplify movement which is why jump isn't in there. Perhaps setting it to a 1-button dash like on Q and E could help with keeping execution simple. - A lot of those move properties would change up the balance of things. I'm totally down for tweaking things in a future version, but they do have consequences. For example Arcana Punch is a long windup because I wanted to make it harder to connect with it's long startup. Similarly Cloud Kick could lift the opponent higher, but it would be less challenging to combo. I don't mind throwing in new moves that are variations of those though. For example I really wanted to put Genocide Cutter in it, and it would just be a DP but higher height (therefore laggier and harder to followup with). - Good point for the checker pattern. I wanted to focus the eyes on just the characters (I thought it was busy when placed lower) but I think there could be other visual indicators to help with movement and spacing. - Haha, I wanted Jack's flying stomp to be a move. I thought it'd be super hard to combo with it's long startup and crazy spacing..............much like the actual move.

Thanks for all the feedback!

peachtreeoath 2020-10-12 20:11

@dk5000p lol I definitely thought that during playtesting. I was like, I wanna test this on a fightstick... Glad you enjoyed it despite the foreign controls, it was made with you all as the audience in mind!

@namidasai Agreed, fighting games don't offer enough single player options and this could be a nice way to teach people how to use their moveset more creatively.

wakobu 2020-10-13 09:15

Congrats ! I love this game ! I had so much fun to play it, yelling the name of the techniques I was using in front of my PC :laughing:

chao 2020-10-13 11:19

Really cool idea, definitely an interpretation of the "loop" theme that I wasn't expecting. I don't really play fighting games, so it was pretty hard for me to pull off some of the puzzles, but it was fun experimenting with the different moves and seeing what worked. With a bit more of an engaging aesthetic, and maybe some sound effects, this idea could go really far.

peachtreeoath 2020-10-13 19:06

@wakobu getting voices in for a full version would be so fun. BUSTAH DUHNK!

@chao Thanks for trudging through that, I'm glad at least you got to play with some of the experimentation with moves. Combo creativity is not often rewarded in fighting games and I hoped to bring that aspect to light.

jefvel 2020-10-13 19:44

This game is pretty fun! I'm not good at all at these types of games, but managed to get through one combo on the pro level. I feel like if the attacks were just a small bit slower and forgiving it would be a lot easier. Some sound feedback would add a lot to it too.

I could see this becoming a very fun game with some polish and visual juice, having crazy combos completely destroying opponents.

Neat job!

yword 2020-10-23 17:20

Wow, very clever idea and interesting gameplay, and the combos are very cool too! ^_^

ddrkirbyisq 2020-10-25 04:09

I was super confused until I realized that you could move using the arrow keys ;)

This was surprisingly fun, it was quite interesting trying to get the moves to flow into each other. You've stumbled upon something really cool here. I played through on Amateur difficulty, which seemed about perfect for me.

Some minor gripes: - I understand spacing is a part of the game, but for certain moves such as the arcana punch and (especially) the ice spike, I feel like it would only be fair to have visual indicators on-screen of where exactly they will appear. - Facing autocorrect sometimes screwed me over as I wanted to e.g. blade drop in one direction but the game forced me to do it in a different direction. I'm....actually not sure I would want this fixed because I think autocorrect actually works fine for the most part and simplifies things, there's just certain situations where it can mess with your combos.

Coolest combo loop was probably the one I used to end the last stage: - Dropping a landmine - Set an arcana punch - Cloud kick into the arcana punch, punch sends into the landmine - Blade drop - Set another landmine and arcana punch, but wait until the opponent is low enough, otherwise the arcana punch won't send into the landmine

You had a pretty good variety of moves here! Some of them maybe could be tweaked ever-so-slightly to be more generous (cloud kick, blazing heart maybe??) but I probably wouldn't touch their core designs.

nikolaj 2020-10-25 04:45

Wow super dooper out-of-box thinking. This brings back memories of the early 90s for me at the local pizza shop (sadly i was a button masher and had similar success in your game). Also A+ for web game. So nice to not install untrusted code on my machine.

rafaelgiordanno 2020-10-25 05:22

Fun game! I thought the core idea was super interesting and challenging. Turning the idea of a fighting game into a puzzle is pretty cool! Loved the concept! I'll definitely keep an eye on it! :punch:

peachtreeoath 2020-10-25 05:26

@ddrkirbyisq that is a crazy hard combo to land! I too, experimented with arcana punching people into the side of a landmine and it's quite hard to time that without them touching the ground. Balancing was indeed quite interesting, where the tiniest of changes to values (like knockback) could drastically affect a move's performance. Great feedback overall, appreciate it :)

@nikolaj haha thanks a lot. At least this time the enemy doesn't beat up on you!

@rafaelgiordanno I would love to turn this into a full game myself but don't have the free-time to. Fighting games have really bad single player options and I think it could totally fill in that gap.

sevenlevelgames 2020-10-25 07:10

Exciting Game !

There's a great idea and i really liked the concept, great job !

coleslaughter 2020-10-25 08:51

[We played this on stream this weekend!](https://www.twitch.tv/videos/779942253?t=00h16m24s)

This is a suuuuuuper unique entry with a lot of style and room for expansion. Definitely makes my list as one of my favorites! I mention this in the VOD, but I'll reiterate it here: I think the game doles out new moves a liiiiiiiiittle too slowly. I'd have liked to have more variety to work with sooner, but that's a tough thing to anticipate for a game jam game, so I definitely don't hold minor things like that against y'all.

Super awesome work here!!

peachtreeoath 2020-10-25 18:19

@coleslaughter thanks man, that was super fun to watch! You picked up the game quicker than I expected - your timing was on point. For the record, I thought that Capt Falcon was perfect.

Unlocking moves was indeed a tricky balance since the influx could overwhelm some players. For anyone who wants to just try out all the moves you can go to https://peachtreeoath.itch.io/bust-a-loop-all-moves-unlocked?secret=NsLuWrrok6ChuQYCh9XmoUyptQ

Click the gear in the upper right if you want to skip the tutorial.

pkenney 2020-10-28 02:40

Congrats on breaking Top100 in innovation - I had a feeling that might happen!

peachtreeoath 2020-10-28 06:35

@pkenney thanks and same to you. One day I'll figure out those other categories :D