Introspective and precious. I need to fix a zipper.
Millard Crow
Creator of
Recent community posts
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.