I love the concept art portraits and while I think the in-game assets are obviously placeholders for them, I think these characters are cool enough to iterate on! I love the casino theme and I love lOVE LOVE that "shove" is a pun on how "shoving" in poker works. I am not -entirely- sold on the system (it didn't seem like defend actually worked against attacks at all? I never got the parry to happen while I was testing stuff) but I get how it relates to the "all-in" theme and wouldn't mind seeing this pushed further!
Millard Crow
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First and foremost, your art and animation style is KILLER. Like, genuinely, I don't think there's anyone in the indie fighting game space that has the hyper detailed "cool" factor that your work does, and all your attacks are so weighty and well animated. I was so wildly and instantly impressed by what you're doing that I went and tried your other work just so that my eyeballs would be happy. Which is why I'm a little torn on this! I don't like how the shield-parry mechanic doesn't actually give you any sort of reward for timing it correctly, it feels like the entire point of correctly baiting someone to attack should be to get your own reward. As is, because jab is + on hit and there's no real way to defend yourself, it really is just "get in and jab to win" with the current mechanics (which is also a shame because I think the other mechanics, like the fast dash, feel really good, and your other attacks are animated beautifully but kind of don't have a function.) I'm nobody but I hope you consider that I, a stranger, am immediately on my knees in awe at your visual art and I think that if your mechanics meet that same level of nuance you will become undefeatable in the game-making space.
I had a lot of fun with this and I ADORE the music in it and how well everything syncs up. It's a great time but I have trouble envisioning how it scales up to a full Vs. game (but I'd play the shit out of a single player campaign of it, something about this tells me you have the sense of humor and art to make something really engaging)
This main character is incredible and just oozes with personality. Your art and animation style (and the suggestion that this will be a Eldritch-horror-world) instantly has me. I don't know if the weapon-pickup stuff is going to be a theme for every character in the game but I -adore- how it feels to do axe-oki and then use the weapon-pickup to extend links off the chain. It's a really great idea you can expand on and you clearly have the vision to make it work. I hope to see more!!
Extremely polished, crisp, funny and fun. You really feel exactly what you like about fighting games right out of the gate, it's pretty easy to pick up and play for anyone that's spent even a little bit of time with ABC fighters, and I can really tell your team has experience in the genre and knows what matters. It maybe isn't the single most original fighter ever, but that's a really small complaint when everything else already feels so ready to go. Extremely great job, I think it would be great to see this further developed. :)
Love the genesis mode and what it does for the characters! This might be a really low level observation but this game--mechanically and aesthetically--feels very UNI coded. Doing the special cancel stuff with Felix felt fantastic, though I didn't quite understand what the star system did for him. Paw-Paw felt far worse to me, mostly because whiffed detonation seemed to allow pretty easy infinites (Which, fine! It's an alpha for a game jam, haha, it's fine) and without it I kind of didn't feel like she had as much going on. Still, absolutely living for the art, environment, and ideas. Great job!! I hope you keep up with this!
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.
Quite fun, easy to get into. I am tempted to suggest -something- that adds variety to the characters beyond the aesthetic, but that's obviously something better served for beyond a game jam. I think you have something really great here that can easily, easily be expanded into a full game. I'd buy it.
This is by far the best of the mini games you've posted. I really love your characters and visual style, butI think there's an issue (across all of the posted mini games) of clarity between hitbox and damage, and the reason why this one works so much better than the others is how easy it is to pick up and go. I think you're a bit of polish away from something very nice here. Love the music, too.
The menu is truly awful.
However, I didn't know you could do 3D stuff in UFE? I think the 3D experimentation here is great—3D indie fighting games are extremely rare and your sidestepping implementation here is actually quite impressive. It felt very smooth and, for that along, I think there's something cool to take away from this here.
I think this is the only game in this jam with jump cancel combos. :,)
I think there's something really special here—it's funny, it's cute, it's pretty easy to pick up and play and it moves great. I am really shocked it was made with GameMaker. With polish, time, and character diversity (and some rollback) I think this is a winner you should keep working on. Love that the furniture all had different properties in how they interacted with attacks, etc.
I don't know how the very-aggressive DI and ability to hit yourself mid-combo with furniture might shake out long term, but my first brush with the idea is probably the most positive of all the games here.
This ran at a really awful frame rate—and now that I've read the how-to-play doc, I see that's because I used a stick. That's a bit of a bummer, as it is how I have always played FGs. ¯\_(ツ)_/¯
But I think there's the germ of good ideas here! The idea that scissors moves forward, for example, but can just run into a rock and die. Little things like that are cute and I think can be built upon. With the sprites being as simple and clean as they are, it might help to make them a bit bigger, too? There's a -lot- of empty space in the battle area that isn't really utilized by the mechanics.
I am not sure if I've ever seen a fighting game with this mechanic before, and the aesthetic that you've chosen, while I realize was probably more for time than anything else, works -really really- well with the game. I think you can easily build on this to be something to sell: this is one of the nicest surprises a game jam game has given me in a while.
I wonder how easy it is to snowball people with how fast you can place traps right now? Is that good or bad? I don't know but I love the core idea as it is right now.
I'm really impressed with how much versatility you squeezed out of such a simple idea. With some exploration I think this is the making of something very cool and different—it almost plays more like a vs. Shmup than anything.
Giving Not-Wario a dead-zone for his left/right slash is -very- funny. I'm very impressed.
An intense experience where you, a confused mess of meat and machine, have to shed your past in order to survive.
I am wildly in love with this game, it has a really particular way of disorienting you and reducing you. It's a deeply personal and unnerving horror and I kind of want to shout at the world about it. Thank you for making this.
GHOST ECONOMY is a romantic-horror Visual Novel/RPG about creativity and cost.
You will be unsurprised, yet amazed, to find out that you can download it on itch.io.



