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Phil Airdash

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A member registered Apr 16, 2016 · View creator page →

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Yes, it is! Neodym is just the German word for it. I think I just opened a dictionary and choose the first cool sounding word. My impression back then was that shmups sometimes have quite arbitrary names.

Awesome, thanks for giving my old work a shot! Some of those games were made while I was still in highschool, lol. I've pretty much used the same cast of characters since Neodym. Gigli predates  that title by a few years, since he starred in a couple of RPGMaker games, but those were never published.

Oh wow, did not expect requests for Neodym characters, but I'm glad you enjoyed the old title! First game I ever published.

Thank you so much for all the kind words! Glad to hear you're having a good time with the game! As for double jumps, the game is kinda too late in development to add such a major change to the combat system. Would require me to draw more vertical stage backgrounds and a screen zoom to keep both characters on-screen, reprogram the enemy AI to include double jumps in their routines, etc. But you're in luck: The game DOES have universal air chains, just like on the ground. You need to press L-M-H manually, there's no auto air chains. Hope that helps!

A versus CPU mode wouldn't even be a huge undertaking, since I can reuse code from the Beatdown Dungeon games. But I'm always busy working on other games, so it's unlikely I'll go back to an old one. I'm considering joining the new Fraud Krew Jam, if I have time for a new side-project.

Hi there, thanks for the kind words! This was a quick gamejam game, I don't really intend to update it. At least not anytime soon, sorry :(

That's awesome, thank you for playing!

Thank you, hope you and your friends are having a good time!

Fun idea and I like the atmosphere!

Thanks! I'm good, I  like putting some free entertainment out there. I'm also working on a sequel right now: Beatdown Dungeon: Demon Day - Demo v1.6.1 by Phil Airdash (itch.io)

First things first: the visuals and audio are amazing! Genuinely fantastic atmosphere. Never knew I wanted a haunted DS game, but here we are. Also Germain is great and hope to see more of him!

Little nitpick: When turning 90 degrees, the interact prompt will display if you turn past an interactable object. Makes it seem like you can turn 45 degrees to interact with it.

Will there be additional dialogue when talking to an NPC for the second time? I tried talking to the killer a couple of times, since he seemed important. If not, a skip feature for already read dialogue would be neat.


But overall I'm really impressed, keep up the good work!

Hm, that's strange. There are known issues with XBOX pads that are similar to these, perhaps the game is trying to run your PS4 pad as x-input? Have you plugged/unplugged the controller while the game is running? That sometimes results in some funky behaviour.

Blocking is done by holding left when facing right, or vice versa. Left/right are A nd D on keyboard.

Thank you for playing, great to hear you had a good time!

Hey there! Thanks for the extensive feedback! Everyones light and medium moves received a few more startup frames compared to the previous game, if I recall correctly. That's why Marv might seem a bit slower. I increased his walkspeed a little though. Glad you like Thunderjack! Creating new characters is always a gamble to see if they work out in a match as well as you had intentioned. VS AI mode is one of those "nice to have" features that I will consider once the main campaign is done.

Netcode is unfortunately not planned, since it's kinda outside my scope. Most of the old helpers will return, I just included the most popular ones in the initial build.

Thank you very much! Lots of time was spent on the visuals, so I'm glad you're enjoying them.

That actually sounds like a really fun feature. However most air attacks are designed to be used during a full horizontal airdash. The closest that might work for you is the Quick Drop badge. It allows you to interrupt jumps by pressing down and effectively doing KOF shorthops.

Hi! Thanks for playing! There actually were plans to allow for more than one badge in Versus Mode, but I shelved them pretty quickly. Having something like a ratio system for badges is a neat idea, but the problem is that certain badges combine better with certain characters/helpers. The poison badge for example is really strong when used with Traude, but less so with others, so defining the cost of a badge would be really tricky. How does airdash break work in CC? I actually really like that game.

Hi! The game has a pretty straightforward chain system, but without reverse beat like in UNIST. Are you using your helpers? You can cancel most attacks into an assist call and extend combos that way. This game also focuses on juggles: try to get your opponent airborne via sweeps and launchers and don't let them drop. Again, helpers and certain badges can help with this. Hope that helps!

Thanks! I'll keep at it

Thank you, great to see people enjoying the game! The first game got way more players than I anticipated, which is why I put more effort into features like training options and such. Even has hold start to pause for versus matches now! I actually put some time into researching rollback, but the game's foundation was not built for it and it's a bit above the scope of this project. I will focus on completing the campaign for now. GGPO would be really cool though xD

Thank you for the kind words! Cool to see a full playthrough of the demo, video feedback is always very helpful. Hope you enjoy the previous game too, dispite some jank xD

This game now has a sequel in the works! Check out the demo here: Beatdown Dungeon: Demon Day - First Demo by Phil Airdash (itch.io)

Nice! Thanks for the shoutout

There was a lot to improve from the first game, so a sequel was in order!

Cool, you made a video, that's awesome! Need to watch this later

Thank you! I'll keep at it!

Those are very kind words, thank you! Glad you had a good time. I'm working hard to release a demo for the sequel within the coming months.

Hi, thanks for the detailed feedback! Yes, there's certainly a bunch of stuff that needs improving. The next game will take on the form of a more traditional JRPG to solve the issue of boring random maps. I assume you mean the reserve character? That mechanic will also be removed, instead you'll just have your whole party with you. You'll still get a Game Over if one of them dies, but you can save anywhere and have revival items to retry fights. And I guess I need to include a blocking tutorial. Thanks for playing!

Thank you! Doing my best!

For those who are interested, Beatdown Dungeon now has a sequel in the works!

Thank you! Sometimes it's worth it to explore weird little indie games.

Looks like you found her hidden super! Activate her Overdrive (down + mana button), get your opponent's life into the red and do the down super again. Instead of the Overdrive, Queen will perform an unblockable full-screen insta-kill. Have fun!

Thank you very much! I'm working on a sequel right now, which will hopefully look even better.

Good to know, thanks for the feedback!

Yeah, I didn't take this stuff too seriously xD

Hi, this is a known issue, sorry about that. It seems to be triggered by the stick of XBOX 360 controllers. I suggest using other pads because of that.

Wow, these are crazy, especially the second combo! Shirley is probably the most technical character in the game, I modelled her after Venom and Zato from Guilty Gear.  Awesome to see the character's potential being used!

It's a sequel to Beatdown Dungeon. I felt there is a lot to improve, plus I want to add more characters. If you're interested, you can check out my Twitter profile, since I document the development process there: https://twitter.com/beatdowndungeon