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A member registered Aug 06, 2018

Recent community posts

Just a quick criticism and a pressing issue for the game is the brokenness of the downed state. The opponent is invulnerable while they are downed so if they don't get up they'll win the round if they are ahead in life.

I suggest you add a penalty for staying down, like vulnerability, life loss, etc.

Just found new tech that'll make "6A - 2C" easier you can cancel 6A with 2D and follow up alot easier if you have no ghosts out

As I keep playing this game and keep digging into what can be done, I can say 100% you have completed the goal of making it fun. I love the feeling I get when I find a combo using an assist. Can't wait to see it evolve furthe

I'm excited, thanks for the awesome game that gave me hours of fun, can't wait to pay for the next game. Also willing to sign up as a tester if needed

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This game still has crazy combos. The more I find, the more they leave the realm of practicality. Satoshi has crazy extensions to what has already been found, nothing really new. Shirley and Marv however surprise me with their combo potential for example:

Shirley(Any, Tofuman):

"2C - 5D - 5Y - airdash j.5B - 5C - 6A - jc j.(5C - 5D)"

Comment: This combo is nearly impossible to do in real time anywhere near consistently so I just did this in slow motion and sped it up for viewing pleasure

PSS: Make sure to middle click the link

Shirley(Any, Gigli):

"5A - 5B - 5C - 6A - jc j.(5C - 5Y[2]) - 5B - 5C - 5D[2] - 5B - 5C - 6A - 2C - 5D"

Comment: This one is also slowed down because I could not execute, but I sped it up for viewing pleasure it's great eye candy

Shirley has been slept on combo wise, she deserves this.

You seem like a fun youtuber, You've got yourself a new subscriber.

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Camji's Combo Challenge:

Wanna see if you're really good at this game, try these, but first notation.

Basic Buttons:

  • A - Light Attack
  • B - Medium Attack
  • C - Heavy Attack
  • D - Special Attack
  • X - Mana Move
  • Y - Assist

Special Actions:

  • X[Z] - Make Sure X hits Z times before canceling
    • 5A[2] - Make Sure 5A hits 2 times before canceling
  • {X}xN - You can repeat X infinitely
    • {5A - 5B}xN - You can repeat the "5A - 5B" chain infinitely
  • 7/8/9 - Press the direction to jump.
  • j.(X) - You will have to perform X in the air 
    • j.(5A - 5B) - You will have to perform the "5A - 5B" in the air
    • Special note: The closing bracket ")" signifies that you land, so once you see this j.(5A - 5B) - 9 - j.(5A - 5B), That means you have to jump twiceC

Character notation:

Character(Badge, Support)

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Satoshi(Anything, Anything):

"5A - 5B - 5C[2] - 6A - 5D - jc {9 - j.(5A - 5D)}xN - 5A - 5B - 6A - 6D - 2D"

Marv(Pain Chain, Gigli):
"5A - 5B - 2C - 5Y - 2B - j.5D - 5X - 5X - 2B - j.5C - j.5X"

Shirley(Anything, Gigli):
"5A - 9 - j.(5C - 5Y) - 5B - 5C - 6D - 2C"

Alisa(Anything, Gigli):
"5AB - 9 -  j.(5B - 5C - 5Y) - 9 - j.(5A - 5B -- 5A - 5B) - 5A - 5B - 5C - 6A - 5D -- 9 - j.(5A - 5B -- 5A - 5B) - 5A - 5B - 5C - 6A - 5D -- 9 - j.(5A - 5B -- 5A - 5B) - 5A - 5B - 5C - 6A - 5Y - 9 - j.(5A - 5B -- 5A - 5B) - 5A - 5B - 5C - 6A - 5X"

Alisa(Anything, Gigli):
"5A - 5B - 5C - 6A - 5D - 9 j.(5A - 5B -- 5A - 5B) - 5A - 5B - 5C - 6A - 5D - 9 j.(5A - 5B -- 5A - 5B) - 5A - 5B - 5C - 6A - 5Y - 9 j.(5A - 5B -- 5A - 5B) - 5A - 5B - 5C - 6A - 5X"

Sure! That would be awesome!

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I finally recorded the combo I made take a look

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I'd just like to see more an emphasis on training mode to help make finding optimal routes possible, here are some features I want:

CPU Manipulation 

Where you can control whether the CPU is Jumping, Standing or Crouching, and Attacking, Idle, or Blocking because I can't test any block strings right now

Meter Manipulation

Where simply control how much of your resources you have including Alisa's powers

Also configurable controls for keyboard would be nice

Back, For some new combos with characters that I'm surprised I like and an updated notation.

  • 'A' - Light
  • 'B' - Medium
  • 'C' - Heavy
  • 'D' - Special
  • 'X' - Super
  • 'Y' - Assist
  • 'jc' - Jump Cancel
  • 'J.(' - in air
  • ')' - Land
  • Label: Character(Badge, Support)

Shirley(Anything, Gigli):

5A - jc J.(5C - 5Y) - 5B - 5C - 6D - 2C - 5D

Notes: Summons all three ghosts in one combo. The hard timings in this combo are the "5A - jc j.5C" and the "6D - 2C" Links but this combo in general is hard but not impossible


5A - 5B - 5C[2] - 6A - 5D - jc.(5A - 5D) - ...

Notes: Combo into his launcher, pretty basic and seems like Phil intended for this combo, so it's nothing really special.

Marv(Pain Chain, Gigli):

5A - 5B - 2C - 5Y - 2B - j.5D - 5X - 5X - 2B - j.(5C - 5D)

Notes: Combos from his Regular String in to his Grab with the help of Gigli. The "2C - 5Y" Link is actually pretty challenging so it will take practice to do this combo. 

My single pet peeve is the time I had to wait to get my support back 

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I just found a huge combo for Eve try this:

I use numpad notation

"=" for wallsplats

";" for reversal

In the Corner: "5A - 5B - 5C - 5D -> 5D -> 5D = 5A - 5B - 5C - 5D - 5D(1) - 214B =; 5A - 5B - 5C - 5D - 5D(1) - 623A"

One of my favorite things is to look into the backstory of the world and the characters, I'm glad that you actually had a backstory for these characters already planned, that's just a relic of how much thought you put in the game which I can tell now is a lot of time. Thanks again.

I'm interested in what happened before Queen stepped in, would there be any way to find this stuff out in-game anytime?


Another question, was Alisa designed for long and crazy combos

Yay, new infinite to abuse, lel

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I finally got my thoughts together on how you could improve the dungeon crawling.

  • First, get rid of the exclamation mark. Dungeon crawlers depend on you not knowing what comes next in each room, increasing the thrill of the dungeon and the joy when you see a treasure room.
  • Second, make it possible to face multiple enemies in one room. That increases the challenge thus increasing the need for healing items, defines the setting better, and makes the bosses feel more special. If you do this, make sure to keep the enemy variety high. 
  • Third, fill every room with something. I think empty rooms really disappoint and bore people, instead of being a sign of "I did something here" there just a sign of a barren place
  • Finally, make less treasure rooms, but give them more loot. I don't think I should be able to find a chest in every other room and have that chest give me a single item, chests are made to store multiple things

I can't really find a way to end this without sounding like a demanding prick, but please consider these points if you plan on refining the dungeon crawling.

Infinite abuse for me now

I've been maining her for awhile, I'm glad to see someone agrees with me.

Great job, I hope to continue to keep up with your game and give feedback

I think Satoshi needs somewhat of a buff, he takes too much damage and he's not that fun to play

Glad to help

There's a complex infinite that can be done with Alisa w/Uppercut. Here's how I do it in the most basic form I can put to words

  • Launch an opponent to the air with her special
  • Combo them in the air with "Light, Medium, Heavy, Summon"
  • While the summon suspends them in air, combo them in air with "Light, Medium, Light, Medium" while you land
  • Her special meter resets when you hit the ground, allowing you to launch them again with her special
  • While they are in the air this time, you only combo them in the air with "Light, Medium, Light, Medium" while you land
  • Repeat

This combo is insane but unfortunately, it's an infinite so something has to happen.

What's the run button? Do you mean the run badge?

I have a bit of a problem with the dungeon crawling in that there are empty rooms, I think there should be less rooms but more things in those rooms, therefore it will be short but fulfilling rather than having to search for those interesting things among a sea of emptiness.

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I think she's at a nice difficulty to truly test the skills of a player, but I really exploited the fact that the AI doesn't block when they get up.

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One more big Alisa w/ Uppercut combo that i think will probably be patched out, I'll write it in two notations

A - Light Attack

B - Medium Attack

C - Heavy Attack

X - Special Attack

Y - Mana Attack

Z - Summon

| - delay

"A, 2A, 2A, B, C, 6A, X| 9, a.(A, B, C, Z), 66, A, B, C, 6A, X| 9, a.(A, B, A, B), A, B, C, Z, Y"

Regular Challenge Mode Notation

  • Light Attack
  • Crouching Light Attack
  • Crouching Light Attack
  • Medium Attack
  • Heavy Attack
  • Forward Light Attack
  • Neutral Special Attack
  • Forward Jump
  • Air Light Attack
  • Air Medium Attack
  • Air Heavy Attack
  • Summon
  • Land Cancel
  • Dash
  • Light Attack
  • Medium Attack
  • Heavy Attack
  • Forward Light Attack
  • Neutral Special Attack
  • Forward Jump
  • Air Light Attack
  • Air Medium Attack
  • Air Light Attack 
  • Air Medium Attack
  • Land Cancel
  • Light Attack
  • Medium Attack
  • Heavy Attack
  • Summon
  • Mana Move

This combo has an astounding 34 - 36 hits and does 357 - 359 dmg with no damage modifiers 


I beat the queen with both enemy modifiers!!

One more thing, could you not remove the Light Attack into Crouching Light Attack Chain, those were one of my favorite chains.

I sure hope my combos remain

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I'll just post'em here in numpad notation

A = Light Attack

B = Medium Attack

C = Heavy Attack

X = Special Attack

Y = Mana Move

Z = Summon

| = Delay

Nitro's Combo (w/ Demon Summon):

"A, 2A x3, B, C, Z, A, 2A x2, B, C, 2D, M"

Aliza Combo (w/ Uppercut Summon):

"A, 2A x2, B, C, 6A, X| 9, a.(A, B, C, Z), A, B, C, 6A, 6X, Y"

"A, 2A x2, B, C, 6A, X, 2Y| 9, a.(A, B, C, X, Z), A, B, C, [as many times as possible] x(6A, 6X), Z" 

"7, a.(B, C, X)| 9, a.(A, B, C, Z), A, B, C, 6A, 6X, Y"

This game has tons of potential and I already found extremely damaging combos for Alisa and Nitro, I just need a place to post'em