It's fun! I love the character designs and animations, and the gameplay itself is fun to mess around with in singleplayer (I second the "no training mode rahhhh" but it's fun to mess around with in local multiplayer anyway), can't wait to test it out with a friend so I can get a better idea of how it plays! But I love the personality in the designs and poses of the characters, it comes through quite clearly!
Soupysoap
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Truly incredible amounts of flexing from the fella, yeah. And glad to hear that the axe mechanic feels like it's missing something -- we cut A LOT from the game in order to submit what we had, including some aerial axe interaction for the character we got in there! (We're all quite new to this jam thing/game dev (let alone fighting game dev) and uh, let's just say I learned a lot about scoping projects of this sort responsibly haha)
Engine-wise, we would never have gotten as far as we did without it. I do wish that I could've gotten variables other than integers to work, and the flag/targeting system wasn't always quite understandable to me, but there were a shocking number of times where I looked at some docs, thought about what the basic principles behind it probably were, and then it just worked. It was a bit painful to navigate after the tutorials dropped off pretty early, but hey, you and the wonderful community on the discord were willing to put up with my constant pestering about how to do anything for the first time so it worked out really well all things considered. Not perfectly supported (yet :) ), but the work you put into planning out the systems really showed, and it would've taken me an absolutely mind-boggling amount of time to try to put together something like a fighting game without an engine like Castagne. I'll say it is shockingly easy and useful to be able to override anything and everything to change how you want the game to work once you've found where to do it, even if finding the part to override when you're starting out is currently somewhere between "quite onerous" and "just ask in the Discord, you are not finding that on your own." Looking forward to the Godot 4 version!
The axe picking up mechanic is unique to this character, but most/all of the characters we thought of had some similar sort of condition/stance idea to kinda mix up decision-making! It was originally gonna have a bit more sauce with specials that interact with the axe more (in the air, from a distance, etc.), but we're all very new to game dev/jams and bit off a lot more than we could chew in a month lol (was super fun and a great learning experience though!)
The second character we were hoping to make (maybe some time after the voting period, if we can manage it?) leans a little more into the eldritch side of things: a hungry spider monster that starts with a mask and flowy silken clothes and then has specials/supers that rip those to pieces/weave them together again to swap between a kinda tricksy setplay/whiff-punishing character and a just nothing but crazy rushdown and pressure options character.
Glad that you liked it! And yeah, super incredibly happy with what our artists put together, they're a delight to work with and I love what they make.
