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A jam submission

Huge Swordsman : Stick FightersView game page

1v1 local multiplayer pvp fighter up868609 up949930 up950250 up938110 up905956
Submitted by harry.tudgey@yahoo.com, up949930, UP950250 — 18 hours, 51 minutes before the deadline
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Huge Swordsman : Stick Fighters's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#122.4822.583
Innovation#122.6422.750
Overall#132.5892.694
Overall#142.6422.750

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Neat little game with a unique take on a street fighter. The hand drawn menus is a really nice feature. A really refreshing range of abilities to use to make the combat a bit more complex than just an attack and a block. 2 improvements I would make to this game to really polish it is add sound effects and a background track of some sorts and make the animations a bit more fluent to match the character. Overall a cool submission, well done guys!

Submitted

Overall a solid game with a nice game play, would have loved to hear some sound in this but the game worked well and was very clear with fun characters with different weapons, good submission, very enjoyable :)

Submitted

I quite liked this game! Was some fun to play!

I liked that the menus were hand drawn.

This game would be fun to play with multiple people! 

Nice job!

Submitted

A unique attempt at a street fighter game and interesting concept, I like the free hand menus, but to some I can see that being hard to read. I was playing on a laptop so I couldn't really fully experience the game, I feel like improvements to animations could reallu compliment this game.

Submitted

A really good go at the fighter style. I like that the characters had different abilities and the whole the more you hit the more charge for your abilities was a really nice touch. The movement was a really nice touch making it more strategic in how you played the game. Overall a really nice game and a good job.

Submitted

Wow, there's a huge variety of gameplay here! I love that the characters have different moves and the fact you need to charge up to use your abilities gives your game real depth. The grapple vs flying was a clever way to make the controls of mouse and keyboard distinct as well as give each character unique movement.

Choosing from multiple stages was a nice touch, although perhaps they could have differed  in ways other than just cosmetic (e.g. the positioning of the platforms). The lava rising from the ground is also a great addition but perhaps it could have been communicated to the player when it would happen so the player doesn't feel cheated by it. 

These are minor nitpicks though, the game is really solid and with some graphical polish I could definitely see it on the marketplace. Congrats!

Submitted

Awesome game! I loved the fact that you we able to choose different stages and the fact that you were able to select different characters. I did find that the numerous controls was hard to remember but personally I like to button mash in these sort of games so I wasn't too bothered aha. The addition of hazards was a nice idea to keep the players moving about and the implementation of a grapple hook was really interesting. The only major thing I would say is that the visuals could do with  bit of improvement but the game itself was pretty fun - well done! :D

An interesting approach to the 1v1 brawler, with two different characters who have differing movement and attack options adding a layer of depth and strategy to the game meaning you don't mindlessly spam one key. Considerations have been made for balancing and how the game plays for each individual player. I played your game on my own, however I did a variety of test cases and scenarios so I feel like I have tried to cover as much of your game as one person can. The game reminds me of Duck Game for some reason, perhaps the different weapon options creating differing playstyles. A range of characters with different mobility and attack options could be quite a unique premise if done right.

That being said, the graphics and visuals are rather rudimentary and could definitely benefit from either more complex animations or graphical improvements. There are plenty of aesthetically pretty games with very basic visuals so perhaps something could have been done for this title. In addition, there's little player response to damage or any indication of what attack the player is going to do. In games like street fighter, there is some telegraphed visual effect or animation that lets you know in advance (even briefly) what attack the player is going to do. Player feedback to what is going on is key for fast paced games, especially fighting games.

Overall this is a decent submission that could use with a lick of paint and some improvements to gameplay, but on the whole is predominantly functional and fairly simple to understand. Work on balancing and what was previously mentioned and you have the foundation for quite a strong game here. Good effort. 

Submitted

A good attempt at the game task, I like how you have two different characters and different levels so that the game is not always the same and gives the player the chance to experience different levels created which was well made, I liked that you had a controls screen and made it for 2 players, but would of liked it as well if there was a face a bot mode which would make the game more challenging, another thing I would say if audio was include such as background music and hitting sound effects this would of stood out even more.

Submitted

A lot to unpack. Played the game on my own, so please let me know if you think my critique would be affected by another player.

I should start by saying I love the differences in the two characters, with one being primarily close-range and another being primarily long-range. However, at the beginning of each game, both players have to get close in order to accomplish anything, which I can imagine would lead to each game starting with one short, close-range engagement before the ranged player backs off and tries to use their abilities. Once they're out of power, they can't do anything at all, so they have to bring themselves back inside the close-range player's attack range, who from what I can imagine (again, please let me know if you think differently) would always win the engagement trade, as they have abilities focused around close-range as well as a spammable mouse-click attack.

I love the effort to balance each character's movement options, I believe they're almost implemented on the wrong characters. While it makes sense for the long-range fighter to be able to float and for the close-range one to use a grappling hook (which was immensely fun to play around with by the way, it feels great to use), it leads to another problem with the balance. The close range fighter has a very, very easy escape option with the grappling hook, which is something I feel is more needed on the ranged character, as they needed a faster way to get back to a good attacking range for them in my opinion.

However, while most of my critique has been about the balancing with the close-range character, the long-range one also has a few problems. While the "power" system was implemented well, some of the abilities are a little overpowered. The long-range character's fireball attack is from what I can gather (having tested it from opposite ends of the stage) completely unavoidable. As well as this, the close-range character's shuriken storm attack is almost unreactable. 

Another thing to add is with the stage selection. Each stage is identical functionally, which while isn't an issue in itself, sometimes the stage's hazard doesn't work. Every third game would see the hazard at the bottom of the stage fail to be spawned. As well as this, it also doesn't stretch to the end of the screen, though I should add that the collision still hits both of the players if they're in the area that isn't covered, so it still functions correctly.

The last thing to mention is the controls and menu. The main issue I find with the controls is that there's a lot to remember for each player, and it can only be shown at the main menu. This problem could be solved by creating a pause menu, with an option to view the controls again on there. As well as this, there is no option to exit the game from within the game itself. This could also be added to the pause menu.

Overall, I still had fun playing your game, and if I have the time to go back through it with a friend, I will.