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A member registered Nov 27, 2016 · View creator page →

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Recent community posts

Replied to seakladoom in Bugs
(Edited 1 time)

you are officially my favorite player. There is actually an incredibly thin window in which you can pick your toss direction. It's wider the larger release I'm working on, but I might see if I can backport it in a more minor one soon. Ideally you'd have at least a quarter of a second to input, right now it's like 10ms.

I'll fix the map select. I removed the torus because it was hella buggy so all you've got for now is the cube and the sphere. Any suggestions for things you'd like to see in future maps?

Replied to dean_sick in Bugs

Hey, just pushed a build that fixes the issue. I have a few more additions to the game that will hopefully make it out to the world this weekend as well. Thanks again for letting me know.

Replied to seakladoom in Bugs

I'll check this out later today. Thanks for reporting it.

Posted in Gameplay Video

Heck yeah! Thanks for sharing! I think I need to add some "how to play" stuff since nobody seems to figure out they can parry.

Posted in Great Game!

Greatly appreciated! Check back for more.

Posted in No sound ?

Sounds volume can be brought up in the settings menu. Currently there is no music, but there are sound effects.

That is pretty much how you play it. More coming.

You can parry by releasing the movement controls and tapping dodge when your opponent is in range.

So glad you enjoyed it! New updates every week-ish.

Created a new topic Bugs







Created a new topic Changelog
(Edited 5 times)

4/4 Made the visually exciting changes a bit easier to read visually, temporarily removed the torus due to it being pretty janky

4/1 added a secret unlockable character, made many events much more visually exciting.

3/29 Removed all other quality modes but Fantastic. No gains and crappy, illegible text otherwise.

3/26 Simplified the path from main menu to starting a game, shored up some aberrant AI behavior.

3/18 Added 4 AI difficulty modes.

3/11 Added a bit more controller compatibility.

3/5 Increased the minimum speed of a dash, allowed a cancel from a dash into another charge/parry. Also made parrying a bit more forgiving. Began work on a(n as yet unplayable) cooperative boss battle mode.

1/28 quality of life updates (split screen requires quite a bit more distance to come into play, resolution up), special effects when dashing, controls remapping next

1/9 the sphere is now a circular arena. it has a creepy eye in it.

1/1 too much to address, two new levels, visual overhauls, menus, still missing music and some menu settings for ai difficulty and controls remapping but soon.

12/13 addressed xbox 360 mappings, made the split screen a bit less aggressive, also some legibility issues in menus.

12/9 refined close quarters combat, made various visual tweaks (split screen transitions, particle systems), made parrying more frame accurate.

12/8 added close quarters combat when two dodging players collide

12/4 bonus: tweaks to auto-aim, more style.

12/4: joystick and menu navigation fixes from playtesting. way cooler sounds, hit m to enjoy. music someday.

12/3: menus, scoreboard, controls remapping soon.

12/2: re-enabled some particle systems on the players and added a throw.

11/28: added a subtle direction indicator and really subtle aim assist.

11/27: added ai, 0-2 player game modes.

thanks for the kind words, I'll be making some more updates to it soon.

Dang! Glad you came back to give it another try, let alone enjoyed yourself! I've currently got some music in the works, it's not synthwave, but I bet you'll like it. Try entering a famous cheat code.

I've got an experimental level with four players, still plenty of kinks to work out in it though. Be sure to check back. There's a brand new move coming soon.

Thank you so much! I'll fix the 360 controller issue tonight. I've a few thoughts on improving the timing of when it switches to split screen. I'll be making a pass on the menu system (currently clearly an afterthought) this weekend. Specifically I'd like to get score max, sound/music volume, controls remapping, and auto-aim adjustment in. I'll put your zoom distance slider into consideration as well.

I'll look into the flashing. Hopefully your text woes should be fixed. good luck selling your house

what's your resolution? I'll test and fix

Glad you liked it!

The split screen is to accommodate players getting far from one another. if the camera zoomed out farther it would make it too difficult to see the characters. The angle of the split screen is indicative of the angle between the players and can be used as a guide for dashes. The actual distance at which it splits is not set in stone, but I'm not sure of a good way to make it optional altogether.

Go for it.