I appreciated that instructions are presented immediately upon loading. There is a huge amount of text there that could be consolidated to increase legibility. More attention to design of this screen will make the information clear—consider breaking this up into separate screens or using size to differentiate between each element.
The first time I played this I didn't realize the Godot icon was the energy meter. I feel like this could be better communicated with a more prominent graphic, color, size, shape or even number. Keyboard controls worked great for both players. I tested a PS4 gamepad and switch joy-con but couldn't get either working properly. Jumping feels floaty and it seems like there is a delay between button presses and attacks—if this is because of how the moves are implemented maybe shorten the delay? I do like the ability to speed up. Are there any combat advantages of slowing down though? Actions are translated well but would benefit a lot with in-between animation frames. The hourglass character design is insanely creative.
Overall it hits all the basic requirements of a 1-on-1 fighting game and it is fully functional without bugs! Congrats on making it through the grueling ordeal of making an entire fighting game from scratch—in Godot! I hope you continue to improve this game or use it as a basis to create bigger and better ones in the future.
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