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A member registered Sep 04, 2016 · View creator page →

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On the web version: click the controller images at the bottom of the screen, or the cross icon at the top.

On the desktop version: go to "controller inputs" in the menus.

Nice analysis!

It matches mine on most points. Except for Kiki's recovery which I think is the poorest of the game. You can recover high because "double jump -> spe up -> double jump" can gain a lot of height rapidly. But if you are forced to recover low, it is too predictable, you don't have any tool to hit a edgeguarder, and wall-jump does not allow a second up-spe.

I agree.

I will try my best to get him back to others level. I just fear to ruin what makes him so pleasing to play: very good frame data. This is a point where he is too good, but also what makes him so reactive controler in hand :/

Fixed ;)

You can play with the keyboard.

The game is not loading and shows only a grey screen? If you are playing in the browser I am interested in browser's error messages in the developper console. And which browser/operating system are you using?

I am not him, I graduated a long time ago ;)

Thank you for the feedback!

An extra-hard mode would be cool indeed. It would require me to improve significantly the AI though, as hard mode is already unleashing all current logic can do. I definitely add it to my TODO-list, thanks for suggesting it.

An arcade mode is in the work, with a timer so you can improve your score each time, and possibly opponents with unfair advantages.

Oh, and did you try the Konami code on the title page?

Every controller that works with gamepadtest should work. You may have to configure it though. Configuration can be opened by clicking the "cross" icon on top or the gamepad images at the bottom of the screen.

Haha, I assumed it was from you without verifying 😅

Thanks for bringing it up, it is indeed very intersting 👍

Nice you found it, it was actually the first Pepper's combo voluntarily designed in her moveset.

It is really strong, but the careful opponent has a number of options: first if they bait your down attack they can punish it as it is quite slow. Second, if not perfectly executed, it is not true and the opponent can react before the forward-air (also you need a fastfall between forward-air and down-attack). Finally, the opponent can tech instead of crashing (pressing down+direction before hitting the ground), making it a tech-chase situation.

It is possible the AI implements none of those strategies, but if you play against an human it should not be gamebreakingly good, but still a powerful move to be feared ;)

Wow, that's a super impressive project! Congratz, I hope you will keep working on it ;)

Note about your take on AI, as people on the internet want to try a game before bringing it to parties, a very dumb AI is way better that no AI.

My first AI was as dumb as : always push the stick toward the opponent, and if close push the attack button. It really made it playable by curious people out there.

The current AI is a little bit more evolved, but nothing super smart, and some people have real fun against it. A bit long to explain here, you can find the github project and I guess you are familiare enough with 6502 asm to understand it 🧐

Anyways, you have better things to do before. Just don't say "never" to AI, they are useful and a lot of fun to program ;)

Thanks 🥰

Yes, when not in fullscreen mode, click the controller images at the bottom or the cross icon at the top to open control configuration.

I recomend using the controller's cross instead of joystic, the game supports it better.

I am glad you have fun with the game ♥️

More characters are definitely in the plans. That said, as the game is in alpha (there are still technicalities to iron out) and I am basicaly a solodev, it will take some time before the next character appears. Sorry for that, I really want to get the fundations right before cobstructing more content on it.

Thank you <3

Thanks for reporting. It is fixed now ;)

If you want to connect your NES Classic Mini's controller to your laptop, you are out of luck. The only adapter I heard of is not produced (you will have to order electronic parts and solder them yourself, without any warranty.)

The game, be it on desktop or on web version should however be able to work with any USB controller. You will want one with a good D-Pad cross for the best experience. Xbox One's controller works well, 8BitDo controllers are also really good.

It is in the plans, but is a really big task. It will not come soon sadly :(

There was no update since your last comment. I am happy that it resolved by itself, hope it stay that way 🤞

By the way other players use a chromebook without much issues, except a slightly unstable framerate. If it happens you may try not to play in fullscreen, it helps with framerate issues.

First time I hear of that 😬 If you can give more details it would be awesome:

How are you playing? Desktop emulator or web browser (chrome or firefox?) Which gamepad do you use (or are you on keyboard?) If you stop holding the "down" button and re-press it does it finally shield in these cases?

It will come ;)

Thanks, I will try to improve animations to help with attacks readability ;)

Thanks for your feedback!

Controls are actually customizable, by clicking the controller images at the bottom, or the cross icon at the top.

Current default control layout pre-date the online mode, so it is made to be the less terrible option for two players on one keyboard. I guess it should be changed now that online is an option, and it is common to have only one player per computer :) What would be your most intuitive default keyboard control?


You should check Ludum Dare 37's entries, it was the theme of the jam ;)

Thank you! It means a lot <3

I'll do my best to make a great game, and to continue to explain technicalities as they come :)

That's the plan :)

Yeah, I kept momentum tricks in the game for a long time because I love how they reward players caring to details. The bad thing about it, is when a new player triggers momentum tricks by accident, it it very disturbing an unnatural.

I really think there is now enough tricks for high level play (short hop, tech, wall-jump, fast-fall) to not rely on things that can kill uneducated players.

In the case of neutral special, the hard nerf is on purpose. Online play was only a mater of pushing the opponent to the edge, and edge-guard with sliding neutral special. I would have loved to keep an effect with momentum, but as a strong kill-move, it has to be punishable easily. Having it fixed in time, and movement allow the opponent to react as soon as the charging animation starts. This is an early kill move, and requires an hard-read to be placed efficiently.

Above is my reasoning for the changes. I sincerely think they are good but certainly can be improved. I would be glad to discuss the movesets in details on the Discord if you are inclined to join.

Actually, the game is a ROM,inputs and their configuration are handled by the emulator.

If you talk about the Linux/Windows version, it is FCEUX and uses SDL_Input. The web version is em-fceux, and uses emscripten's gamepad API.

A lot happened since the cart release. The cart was released two years ago with version 1.0 which was an NROM game, had only one character, only one background tileset and no netplay. So the version on this page is a fully working game, far more complete than the cart version. It will continue to receive updates as I improve things and add contents.

Actually the main mapper for version 2 will be the RAINBOW mapper, which is not yet available but will have an integrated WI-FI chip, allowing the netplay from real hardware. I also build compatibility ROMs for common mappers, so it works on emulators without RAINBOW support, the mapper 30 version is just that.

Finally, yes it is coded from scratch. I also implemented RAINBOW support in a fork of FCEUX for that. You can find the source code on github if curious ;) If you prefere a more high level take on interesting technical topics, the devlog of the game (here on contains a lot of technical highlights.

I hope to have answered all your questions. Do not hesitate if there is still anything you want to know (I'll be more than happy to brag on any topic xD)

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Thanks for your generous purchase!

Here is the label in printable format:

If you are making your own cartridge, you may also want the manual, it is a square format and available here:

(Note that both are from the version 1.0, sadly it makes the manual quite dated.)

I am glad that you like the game! Thank you for your feedback, and be sure that updates are comming ;)

(It is slow while in alpha, and will progressively be more often as the release approaches.)

Are you playing with a gamepad or your keyboard? If it is with a gamepad, can you go to press some buttons (it should react by showing numbers), and see if it is stable with this site. If it is unstable you may have a problem with your gamepad. Also, when it happens, can you move with the keyboard (still assuming you are using a gamepad)

For the window to appear, you may have to click the address bar of your browser to avoid the game capturing your keyboard input.

Also which browser are you using? Like Firefox, Chrome, Edge, Safari, something else?

Finally, you may have less problems by downloading the version for your computer.

Thanks for taking time to help me investigate. Hope we'll find a solution.

Thanks! I am glad that you enjoy my little game!

Thanks for your feedback on Kiki. Actually, Kiki is being developed and her specials will be nerfed with future updates :)

That's the first time I hear about your bug. Can you tell me more ? Are you playing the game on this page or have you downloaded the executable? The game freeze completely or just your player stops moving, while music and CPU player still continue (like if you just unplugged the controller)? If you play in your browser, next time it happens, could you press Ctrl+Shift+I (a weird window will appear), and take a screenshot of the "console" tab? That would be really helpful to me.

Thank you for your feedback!

Kiki is definitely too strong. Actually, the character is not completely finished, she has a lot of placeholder animations and needs to be tweaked. Your feedback comes at the good time =)

For now nerf ideas were to add a big end lag to most of her attacks and to have platforms disappear after a short time. Forcing her to touch the ground before drawing a new platform is an excellent idea!

Sorry, I do not plan to add a four players mode. One big reason is that it would limit the possibilities for characters graphics: currently each character can take up to almost half of the video memory which is useful as they have more than 20 animations each.

So until I find a clever way to avoid sacrificing too much of the animations, it is advised to run a tournament when playing with more than two players. There even is printable themed brackets here:

I plan to release new cartridges when the version 2 is ready. I hope that it will be in 2021, but can't promise anything. We are still in very early stages of this version.

I do not plan to produce more cartridges of the version 1.

In the meantime you are free to download the game and put it in an everdrive, or even produce your own cartridge. I know that it is not the same thing as an "official" cartridge, I am sorry for not being able to bring better news.

Thank you <3

Oh sorry for that. The freshly released version use a recent kind of cartridge which is not supported by all emulators. Its name is UNROM-512 or "mapper 30" if you want to check for support in a particular emulator.

I may choose to use another cartridge (to get better emulator support) in a futur update. Do you want that I let you know when it is the case?

Thanks for the kind words! Thats super nice to know that you love my little game.

I am currently working on the version 2, which will feature more playable characters. Only one more at first, with plans to add new ones from time to time. Hoping it fills your wish to have more weapons.

Playing on a SNES is pretty awesome o_O I didn't even know it was possible. What do you use? Some NES emulator on a linker?

Note: I cannot promise that the v2 will work on your SNES. It is based on bigger NES cartridges that are often not supported by emulators :s