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A jam submission

Super Nidhogg Falltower of Gun Actress Again Ultimate III: 3rd Strike: The Movie[cl-r] Turbo Da ! Kyanta 2 (Get KoF XV)View game page

Slash, shoot, and parry with your magic wizard ghost powers.
Submitted by M-AS (@matthewrobo), phoebebridgers, F (better known as Faris) — 1 day, 9 hours before the deadline
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Super Nidhogg Falltower of Gun Actress Again Ultimate III: 3rd Strike: The Movie[cl-r] Turbo Da ! Kyanta 2 (Get KoF XV)'s itch.io page

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Comments

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What did this game do well?

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I love the look and feel of it. It looks clean and it feels polished. I also like how there's an element of balance too, how you can't shoot consecutively and you have to reload and how you have some period of invisibility so your opponent doesn't spawn camp. It seems like you have put a lot of thought into this. And, I think as you've said before in your presentation, the element of parrying adds to the skill/dexterity depth very well.

This game does demonstrate depth pretty good in terms of the mechanism. Player who are starting out does not necessarily have to master all controls to be able to play the game. They can start by moving and running away from the opponent. There are also 2 way to attack which is the slash and shoot. Slash can be the starting point and when the player gets better they can move to shoot and lastly player can also parry which may be difficult for beginner as they have to time it while getting used to the controls

Effects are juicy, there are good number of game mechanics to master. Overall it is a very fun game to play.

The gameplay was smooth and felt like it had a lot of options/depth.

Immaculate game feel, and it does really seem like there's a lot of skill expression in the game. The art style is simple but effective, and the particle effects really help sell the experience.

The game is well juiced and we can play better after some practice!

Making a multiplayer fighting game is a great way to add depth to a game, and this game did a great job by adding different forms of movement, attacking, and blocking attacks. The juice effects also added a lot to the game and made it really satisfying to play.

The gameplay is very smooth and enjoyable. Very satisfying when you eliminate the other player.

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What could this game have done better?

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This might just be my personal preference, but I feel like the characters move too fast and it can be hard to track and control where they are going sometimes. Perhaps you can include a setting to adjust that.

If you want to develop this into a full game, perhaps you can include single player mode where player fights with AI.

I feel like they move too fast so it's kind of hard to move around on the platform. Maybe it would be more interesting as the speed gradually gets fast and players move around more

Few tutorials, or indicators would've been nice. I felt some sort win number would've been nice instead of endless playing.

It felt almost too unguided and in terms of gameplay, very open and thus felt a bit generic.

The speed of the game actually makes the controls feel a little fiddly. The game might benefit from slowing down a little bit to increase the precision that players can have over their positioning. I also think the game would benefit from some kind of power up or pickup system that encourages players to move around the map and not just duke it out on the bottom.

The game would be more interesting if characters have more skills.

There could be more things added to the map to make it more interesting (themes, powerups, interactive objects, etc.)

It would be cool to see a single player version of this with AI.