Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I genuinely love this and it is my favorite game in the jam. I think the way you've organized frame data is really thoughtful (Fast UB stuff like Alex's low kick being minus on hit, single jabs being plus OB but committal strings being minus, etc), you have great 8WR here, a nice variety in characters, and an instantly satisfying system. I almost think the stamina system gets in the way, but I can't deny that I laughed out loud a few times that I died with a near-full HP bar because I ran out of stamina and got knocked down once lol
I really, really hope you continue this. Real indie 3D fighters almost never get made and you have an wonderfully nuanced understanding of how they work, clearly.

(+1)

Thank you so much! I really appreciate the kind words!

I am making a new version of the game that supports rollback. Basically the only difference (besides some intended balance adjustments) is that the hurtboxes and hitboxes with be hand placed instead of being tied to the model's skeleton. That means I'll have a little more control, but some things will not align perfectly with their visuals. Such is the cost of rollback since as far as I can tell their is no way to make Godot's in-engine skeleton deterministic, and the alternative would be to write my own program that parses the animation data and stores integer values for all bone positions for ever frame of every animation.

In general, I want reduce stamina cost, refine movement, and add more evasion along with proper tracking to balance it out.

I've already made everything deterministic. I've just got to refine all the new hitboxes and hurtboxes, and play around with the balance changes listed above. I'll probably put this version up on Steam so I can use their servers for the lobbies lol.