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Thanks for the feedback! I don't play fighting games a lot so I don't really know what mechanics are expected/desirable, and everything is on a very rudimentary level as a result. Air juggles and throws sounds like fun additions, right now the jumping mechanics are very undercooked so doing stuff like throwing enemies straight up (to follow up with aerial attacks) or having special intercepts for jump kick enemies would plug that hole.

One mechanic that probably isn't communicated super well is that enemies will get superarmor after a bunch of hits (to prevent you from stunlocking them indefinitely), when an enemy randomly ignores hitstun this triggered. (There's a sound cue when it happens but maybe it isn't clear enough...). The amount varies between enemies, some lesser ones like frog thugs and wheelghosts never get superarmor, while the tankiest ones can get 2 hits' worth of superarmor every time you hitstun them.

(Sunny specifically has half the regular HP and less damage/hitstun on her melee attacks than the others, you're meant to play her as a "squishy wizard" kind of character - if you play Daiyousei or Cirno you'll have a completely different experience)

We'll see about potential sequels, I kinda feel like I hit the cap for what the mechanics could do pretty early on in this project (which is why it's so undercooked overall) but seeing what people think about it might give me some new ideas.