untitled-studios 2022-04-04 16:47
Fun and polished! Being stunlocked isn't great though
Foon → Ludum Dare Explorer → LD50 → DashFight
By antonsem
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 163 | 3.69 | 45 | |
| Fun | 118 | 3.76 | 45 | |
| Innovation | 163 | 3.65 | 45 | |
| Theme | 429 | 3.37 | 45 | |
| Graphics | 251 | 3.58 | 45 | |
| Audio | 316 | 3.15 | 44 | |
| Humor | 286 | 2.82 | 41 | |
| Mood | 247 | 3.36 | 44 |
Fun and polished! Being stunlocked isn't great though
@untitled-studios being stun-locked is the part I wanted to test out with this prototype :D perhaps I can make it work with better feedback and polish. Clearly I need to spend more time on it, thanks :)
This is really fun and feels great to play. Great work!
Fun game. Getting surrounded kind of sucks as its just a waiting to die, though maybe I'm not doing something right. Solid entry regardless.
Excellent concept. I really appreciate the arrow-keys-only input you used. I'd love to see it fleshed out into a bigger game.
Solid work, the animation was very snapping and the death animation was cute. I had a hard time not getting stuck between two enemies, but maybe I just suck, you should be super proud of this game. Could me a cool port to a mobile game.
I'm not very good with fighting games, but I enjoyed this one. It's a complete package: there's even a tutorial screen! I like the subtle camera movement when the game ends, the animations feel great, the screen pulsates when someone gets hit. I wasn't able to get far, however. I tried to time my punches and wait for my exclamation mark to appear to break out of a huddle, but I was getting stuck.
@paroxysmal yeah, getting stuck doesn't feel good at all. Unfortunately that's how most of the sessions end atm. But I have potential solutions in mind ;)
@david-york Stay tuned ;)
@aarimous I have lots of plans for it. Mobile port is among them :D I just hope I'll get to before the post game jam euphoria wears out :D
@stasm yeah, I'll have to work on AI and the difficulty curve :) I'm glad you liked it :)
Love it, simple controls and elegant pixel combat with awesome punchy animations!
Nice and chill game. I didn't adept stun mechanic first attempts. After I adept the game I had a lot of fun. :boxing_glove: :sparkling_heart:
Old school pixel brawlers are a particular favorite of mine, so I was sold the moment I saw this and had a blast playing. I really like the simplicity and elegance of the combat mechanic. It was perhaps too much of a struggle to escape when tightly surrounded, but I found a way to abuse the walls to make enemies stack and protect my flank. Great work!
Very responsive! Sometimes is difficult to get away when there are enemies in the both sides, but the controls feels great. Missed some fast passed music though
Very juicy. I feel like it's a little to easy to get stuck when there are enemies hitting you on both sides. This would make a great phone game.
I'm not very good at fighting games :P but I found it very fun, maybe it would have been better to have other keys for the character's abilities. The animations of movement and particles seemed very good to me, it is really very simple to play it without even needing a tutorial, great job!
Cool game, adding music would be nice!
Aaaah! This was so much more fun than I initially thought! Loved both the visual and sound effects. Made it very pleasant to punch and kick people. Maybe some music could enhance the experience?
Wow! So unusual! I've never seen such a mechanic. It's very simple but still very impressive. A but hard to, tho.
Anyway, a great entry. Thank you for the game!
EDIT: Ah, and I also loved the wise quotes after the death
@martin183 yeah, that would be great. But unfortunately that's not my forte (to put it mildly). But I think I will continue to work on this game, so stay tuned ;)
@ocwal I'm glad you liked it!
And yes the difficulty curve didn't get as much attention as it should, unfortuntaly :(
Oh man this is amazing! I love fighting games, and this honestly reminds me a lot of the simpler ones like Divekick or Footsies. The way movement in itself is the attack is brilliant, i like the rage mechanic to avoid being stunlocked, and how if you panic and mash you lose it, it's all surprisingly deep when you put it in a fighting game scenario, i love this just how it is, but i think it would benefit A LOT from a 2 player mode, a versus mode if you will (even though i know this would make it kinda not fit the jam's theme xD). Anyway, i think you got something really good here, feels great to play, it's fun, and the stickfigure design is charming as well, outstanding entry, i loved it!
@vitor-milioni well, great minds think a like it seems! I definitely will add a coop and vs modes. It's relatively easy to do, even with the current spaghetti code :D I'm very happy to hear that you enjoyed it :)
Damn it's good.
Can't go further the 3 killed, when there is too much enemies, I start to think about stacking them from the most damaged (grey) to less, and keep all enemies from one side of me. Can't handle rage machanics, and prefer to jump everytime. So much acion and arcade feelings.
This is the great one, thanks for the game and have great LDjam! :thumbsup:
Should I talk about the stun-lock? No, I shouldn't right? :D Nice game man. I am not super against the stun-lock bit, it either needs a little bit balancing ( I'm sure you put enough time in it already :) ) or additional mechanics that softens the lock really.
I often wanted to see enemy HPs to prioritize them, it doesn't have to be HP ofc, just an indicator that one has less health than others. Maybe there is one, I didn't realize.
I dig the super simple controls, almost one button game. <3 You can just install it on a toaster and play it there lol. Despite the simple controls; it felt unique, so innovation points from me.
PS: Saw the game on ÜNOG <3
@brainoid yes, you should talk about the stun lock 😃 it needs a better feedback or something. I will work on it (during LD50++ ;)).
The health is indicated by enemies' fading colors. But I guess it's not super obvious and also not color-blind friendly. So that's another point to work on.
I'm very happy you liked it :)
I did not expect getting this hooked to your entry as I did. So far it has been the best experience I have had this jam. I am a bit biased as I love Arcady fighting games, but you managed to do it so well.
For a compo entry both the visuals and audio are top notch, I have literally nothing to complain about. Really liked the blood particles and the slow-motion effect as well!
The controls are tight, the mechanics overall are not overly complicated, and that is a great thing.
It takes literally 0 time to understand, but I feel like there is a very high skill roof. I would love to see you continuing development (maybe release a mobile version?). If you do, please let me know, I would love to play that :smile:
@simon-rahnasto Thank you! I’m very happy to hear that you liked it! That’s especially encouraging coming from a fan of the genre. Unfortunately, I’m not a one, but I’m happy to hear that I did it right :smile:
The difficulty curve definitely needs adjusting. But I do plan to work on it further. Stay tuned! :wink:
Very juicy, I like the bloody explosions and screenshake. It does feel a bit like a losing battle as soon as two or more enemies appear, I feel like there has to be a way to shake enemies off if they're on both sides. The airdash for mobility is great, I like that you can cancel your jump and airdash low to the ground. A left/right ground and airdash cancel might be enough complexity to make potential multiplayer more fun. I am curious how this would feel in a 1v1 game against a friend.
Here's my broken strategy that got me a high score of... Well, a grand total of 5. If I align myself with a right or left corner and wait for an enemy to strike me first, with a full health bar I will usually be able to mash out and get a kill to regain health, especially if they're covered by their teammates. The problem is returning to a corner before it's been taken by an enemy.
@jonah-srg 5?! I think my high score is 4 😃 thanks for the feedback and stay tuned for the multiplayer 😃
I am bad at that game ! But I liked it a lot, very simple yet fun gameplay. The enemies always try to surround me like they want to steal my lunch, and they succeed... Great job overall !
@nebiros no you are not, the difficulty curve really bad :D I'm glad you liked it :)
would be nice to have a way to dodge roll away from enemies without colliding with them! great game! congratulations!
Frustrating but fun. You want to button mash, but it seems to be counterintuitive. I found that spacing out my key-presses rather than mashing them worked better.
I think if you adjusted the difficulty ramp-up so that it doesn't get so difficult so quickly, it would be even more fun to play.
dashfight.png
@tulio thank you!
@0x746564 I didn't believe it when you said it in the stream :D I'll adjust the difficulty and post an updated version as soon as I figure how to not override the current compo version :D
It's kinda of addictive, but as you said the difficulty curve needs some serious adjustments, haha. Congrats anyway, great entry!
@lex thank you! Glad you liked it :) check out the 1.1 version, I fixed the curve a little bit :)
@antonsem Oh, great! Gonna give it a try right now!
This was a very solid entry - I think I gave a lot of feedback on stream so I won't write a wall of text here. However, the concept felt great. The main thing that could make the experience nicer for players is: 1. Ramp up the difficulty slower (more enemies, but don't increase their health) 2. Have a more predictable "rage" accumulation. I respect it needs to remain semi random, but at times I waited for 75% of my health before I got my free move. 3. Use different sprites / colours to represent enemies that have more health 4. More visual / audio feedback to help players "feel" the stun mechanic during the chaos of a fight. 5. Sometimes being surrounded (left right top) felt a bit too harsh. Maybe a aoe knockback you could use every 20 seconds or something could be nice.
@honest-dan hi Dan! Thanks again for playing it on stream, it was great to actually observe someone playing it and "see the feedback live." And huge thanks for taking your time to write it here :)
I did address most of the feedback in the 1.1 version which is only available for the windows atm. I will get the webgl build after the judging period ends.
1. Did exactly that 2. Replaced the RNG part with Random(hitCount / 5, 1) < 0.75. So the max delay is 5 hits 3. All enemies have the same amount of health, but it will be the case in the production version 4. Added a sound effect when the rage meter is full. Probably will add some kind of scree effects later 5. Added knockback whenever player uses his rage power. It is possible to get out of a corner now
Great idea and great implementation. Very hard, but fair which was intentional I guess.
The simple artstyle works very well, the vfx are cool and overall the game is aesthetically pleasing.
Quotes at the endgame screen are also a nice touch. I got the subliminal message you were trying to send with them, it made me realise that this game is probably more than anything an expression of emotions. I feel you and can only imagine what you're going through. Doing creative work is a really great way to express yourself and you've done it well!
I was streaming my playthrough of your game. Here's the recording in case you'd like to see it https://www.youtube.com/watch?v=WudvDztkwdg
@caudatecoder thank you for trying it out and your comments. I do appreciate it a lot :) The game is suppose to be hard, but not this hard. I uploaded an updated version (V1.1) with a better difficulty curve, and a few quality of life improvements. It's only for windows atm. Glad you enjoyed it :)
The rage mechanic is very clever and unique! I haven't seen this sort of push/pull on deciding when to attack vs stand there except in Fantasy Strike's throw break system. It's a really nice way to practice patience in a genre where buttons are everything.
The enemy rage mechanic technically serves as a way to discourage beating up 1 guy, and to encourage juggling multiple enemies. Which is a very cool concept and not a common one, but in practice, you'll probably get hit in the back trying that so it's quite scary to do so.
Looks like you addressed a lot of those issues in 1.1, but I do want to say that the core idea is quite good even without those changes and it has good potential.
I can't do better than 6, and I tried a lot! However, this still was fun to try, I just have to stop now, if I want to fully recover my hand hability… Good job!
Unbelievably frustrating, can't tell if I'm bad or that's the intended experience. Once they gank up on you it's all lost. I really like the concept though and the graphical style is cool, I wish you could parry the attacks or that breaking the stun was easier or clearer.
@lereveur have you tried 1.1 version? If not than I'm very impressed with your score, I think I did 5 at most 😃 but yes, the difficulty curve needs adjustment in either case :)
@jackaljk yeah, it is hard 😃 I'm working on a new version. I hope I can fix the stun and stun break feedback or mechanics
No, this was only with the jam version because I tried to rate it. And I did 6 only once, most of my tries ended with a 3 or 4, maybe a 5 once or twice. I somewhat figured how to avoid being "sandwitch" as long as possible, but I did not manage to successfuly apply this strategy each time :sweat_smile:
This is a really elegant game! For such a simple and intuitive set of rules, there's a surprising amount of depth here. Just one thing, though - in the tutorial, for both the compo build and the 1.1 build, the help for "Dash/hit right" shows the left arrow rather than the right one. It's still clear from context what it's supposed to be, but it did throw me for a second!
@ptsnoop ah missed that one! Thanks for pointing it out, and thanks for trying out the game. I'm glad you liked it :)
That was absolutely brutal! The mechanics are very simple but intuitive and lead to some interesting gameplay. I found myself trying to beat up one enemy at a time and getting mercilessly pummeled because of it. I then changed up my strategy and focused on dodging and whittling away each enemies health one hit a time and had much better results. I've been playing a lot of Capcom games recently so I've grown accustomed to mechanics that punish button mashing and your game pulled that off very well.
My highest score was 4 on the web build and 6 on the windows 1.1 build. While I like the combat, I think the players score should be how long they survived and not how many enemies were killed. At some point it becomes impossible to do anything but dodge, even with the rage mechanic there's not much you can do but try to avoid damage. Maybe if you add a powered attack with the rage mechanic, Like if you push down arrow with a rage meter it damages all enemies around you, but it could cost some amount of health to trigger. There's a lot you can add and tweak to fix the difficulty curve, but still I think if death is ultimately inevitable you should score players based on how long they could avoid it.
I like the quotes and the camera movements :)