Hey weenter, could you add a move list for the characters in training mode? I understand the game is simple but some attacks like lily & orbits phantom fist are a bit confuzzling. Im mainly asking because i saw happy & mad shoot out this rainbow projectile in sudden death that lost me the match and i was a bit pissed because i cant find out how to do so.
You can do the rainbow ring projectile by fully charging your neutral attack as happy btw. So stand still, then start holding the attack button, then release. If your pepper meter is full this will become the big laser beam (also known as Kamehamehorse)
I hope this message finds you well. I recently played your game "ragdolf" on itch.io and really enjoyed it. I am interested in commissioning a custom game and would like to know if this is something you would be able to do. Could you please let me know your availability and pricing for such a project?
Also if you can share me your email to more private messages
funny enough i was actually in the process of writing a move list aswell as the basic role of each attack for each character, aswell as basic combo guides, but i guess you beat me too it lol
You can totally still write it. I'm in the middle of graduation so the next update is gonna take a while, and I'm also curious which moves and combos the players figured out by themselves.
I know I just commented a few days ago but this update felt really great! The new intro caught me off guard and got me really hyped up. the few small changes such as the random monster ? sprite during the "clash sprite" (Idk what to call it lol) was a subtle surprise and gave a bit more tension for what I would either fight or play as. I will say Im not a big fan of changing the jump and dash keys from F and C to V and H respectively (at least for player 1) but im sure ill get used to it in time and actually play with both hands lol. As far as skins go i really love em, gives the feel of much more variety in combat despite no actual changes, and I highly encourage making more if time is available. Training mode is a welcome inclusion, though I admittedly have learned most of the game during previous updates so it hasn't helped me much. Final thing I noticed was that the "clear crystal" variant kick on lily and orbit either doesn't work at all or has gotten a much stricter window to input (considering the other attacks such as the dragonfish yellow fireball still work I assume it was removed, though either intentionally or by coding error I don't know)
In short I really liked this update, despite it not being any major "new character" esc update I really enjoyed myself. Ill make sure to add an edit for any other changes i find.
Thank you so much! The yellow crystal kick from Lily and Orbit has indeed been removed. I felt like it was a strictly worse version of the normal variant. Would you be interested if I added it back in again? Lily and Orbit do have 1 new motion move, the fading fist. You can do it with a dragonpunch motion (forward, down, downforward).
I uploaded the update pretty late at night, but I will soon write all the patch notes in the devlog.
Also, to answer your previous comment (I waited a bit because I knew the update was close to release), but player 2 can attack with Period ( . ) now. It's not really my way to play since I like having my attack button on the right side of my movement keys, but this will let player who don't have a keypad have an easier time.
Giving it a bit of testing I definitely really like the fading fist, its a much needed movement tool for lily and orbit considering i've noticed they tend to struggle approaching (then again I forget dash attacks exist half the time cus I play totem most lol). As far as the yellow crystal kick is concerned I did actually find it useful, specifically for mixing up on shield, as the opponent might drop it or use the crouch attack after they would expect the standard crystal to hit, but get caught by the delayed window of the variant (bots especially fell for this). so while not exactly a great move I did find use in the moveset.
Thank you for the response, and ill make sure to give feedback on any future updates the game has to offer to give you a better audience perspective :)
Edit: I found a funky bug (I suppose) where if you are in training and manage to get your opponents hp to zero (I found it easiest to either spam the lily up attack while using orbit when available or the totem monster crouch attack, both while using the wall to keep the other player close) Every hit done at zero hp will do the "finishing hit slowmo" effect that normally happens, which leads to comical results when using multihits, this probably won't realistically effect gameplay but its worth mentioning.
I'm gonna comment on this one so I won't add unnecessary bloat comments to your guide, but your guide was really extensive! I can see that you put in a lot of research and that you have a lot of knowledge on this type of game already, wether it's traditional fighting games or platform fighters. For example, you correctly understand that the small attack are often way more important than the big attacks, for example with dragonfish's crouch attack. and you also figured out an advanced movement tech in Dashjumping
I'm going to add some comments under there to make the list even more complete, cause a lot of these things you had no way of knowing. If you want me to delete them so you can update your own list, let me know. it might be a better read that way.
There's also a really important mechanic that I don't think you mentioned anywhere, but you can parry attacks by releasing the crouch button (there's a half second cooldown after a failed attempt, but if you parry something, you can more quickly counterattack and you get some pepper meter). this is a good counter to most projectiles and you should always keep it in mind if you're using projectiles from far away.
Have you considered adding online multiplayer? Love playing this game with my friends and wish I could play this when we weren't right next to each other!
I have tried that but it's very difficult to make sadly... I don't think I will add online multiplayer anytime soon, but maybe I will one day if I have the skills for it.
This game is really fun! there is clearly a lot of passion here and im loving it, even if i don't got any friends willing to play with the admittedly kinda goofy p2 controls (on pc). I'm excited to see what is next to come as all the characters are really fun to play as. Totem monster is my favorite :)
well, I have never really made an entire game for someone, but I do make pixelart animation comissions, which of course the price depends on how many animations you want. i can also help with some of the building blocks in godot, or make a game that is a bit simpler than this. it all depends on a lot of things, like what you want to make, or what parts you will design/make yourself.
We can talk a bit further about this on discord if you have it. my tag is "weentermg"
otherwise, you can also mail me at weentertheperson@gmail.com
This game is super cool! Dragonfish is my favorite! The animations on all the characters is stylish, appealing, and clear, and this perfectly scratches my itch for a simpler take on old fighting games! It maybe one or more moves could be added and the complexity would still be manageable for newcomers, but as it is, this game is great!
AMAZING! there seems to be a bug with totem monster though. I've played the game a bit with a friend and sometimes when we are both blocking and he tries to do his down attack nothing happens.
edit: I think it's a keyboard issue with the enter button not registering if too many other keys are pressed- is there another attack button for player 2?
hmm. no there is currently no other attack button. I will add some more ways to attack! btw, are you playing on a mechanical keyboard or a laptop (or maybe even something else?)? that would be useful information for fixing these kinds of things. you can also play the offline version with controllers btw.
oh I'm currently playing on the browser version with a laptop- this seems to happen on chromebook too. unfortunately I don't have controllers tho. custom keybinds might be nice but i'm not sure how difficult that would be to add
forgot to add that I think it's specifically keys like enter, ctrl, alt that won't register if too many other keys are pressed but I've played other fighting games on keyboard and it seems like all of the letter/symbol keys would work :)
ok thanks! I will add an option for p2 to play with . and , . not really how I usually design controls, since I often would rather have the playyer use the left hand for movement, but I think this is an ok way to fix it. custom controls might be a little annoying to make, but maybe later. thanks for the help and comments btw.
It's one of her secret moves, so tbat means it need s a special motion to be inputted.
in this case, hold left or right, away from your opponent for about one second. Then quickly press forward + attack. You can see if you hold away long enough if hearts start appearing around shella snail.
You can also hold (left or right) away while crouching or attacking. This ensures that you stand your ground while charging. This also means that you will lose your heart charge once you start walking forward again.
I'm planning on simplifying this a bit in the next update. It may be a bit confusing at first, but I think you'll get the hang of it.
Dragonfish can press down, then left/right towards the opponent to do a yellow fireball. it's a lot slower on startup, but after shooting the fireball dragonfish can move almost immediately again. This means that you can run behind it using the fireball as a sort of moving shield, or you can use it to start a combo.
Shella Snail obviously has her heart shooting attack.
Shella Snail can do a similar thing by holding down for about a second, then quickly pressing up + attack. The can shoot a lightningbolt upwards to shock opponents.
Totem monster's moves aren't really secret, as they are pretty easy to do, but he can hold down + attack while in the air to do a totem stomp. He can also double jump.
Happy and Mad don't really have secret moves. Since they are a 2 in one character they already have the most attacks out of every monster.
Lily and Orbit can press down, then left/right away from their opponent to do a yellow crystal kick (the crystal clear kick). It makes the crystal from her normal crystal kick spawn later so you can combo off it better, but honestly, it's not that good of a move in my opinion. I might remove and replace it later.
I'll probably update this list later once there are more secret moves, but hope this helps!
wow thx dude, nice. You could add like a list of moves in the game. I like the concept of secret moves but for better diversity in gameplay it would be better if everyone knew the moves
Maybe A to jump, B to attack, also, halfway through writing this, i realised there is a input lag on the enter button sometimes, can you maybe patch that for a future update?
I think adding more control customization options would be a good idea in general. I'm working on the next update already and that's not really within scope of the next deadline I set for myself, but I will for sure look into it. As for the input lag, that is very strange and I have not experienced it myself, but you're saying it's with the enter key on the keyboard, so it can't really be a controller issue... I can look into it, but I doubt I can find or fix it. Are you maybe confusing input lag with input buffering? (When pressing buttons quickly after another, you can press attack during the previous animation so you don't have to time every attack frame perfectly in a combo. This system might cause some problems...)
hmm, I was not really planning on adding cooldown to moves, but I can change to attacks in different ways to make them more fair. What exactly is the problem with Dragonfish's crouching attack? For example, is it too hard to react to, too difficult to punish after you block the attack or something else?
Wonderful game. I could tell there was a lot of love poured into this Project. The characters were fantastic to play and the whole game felt well thought out. Great job.
You're in luck, because there are AI opponents! On the character select screen when selecting the controls, press left or right with the opponent's controls to change the player into an EASY Ai, or a HARD Ai.
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this game rocks
not going to lie here but i think dragon fish is the best one if you know how to use it .
Hey weenter, could you add a move list for the characters in training mode? I understand the game is simple but some attacks like lily & orbits phantom fist are a bit confuzzling. Im mainly asking because i saw happy & mad shoot out this rainbow projectile in sudden death that lost me the match and i was a bit pissed because i cant find out how to do so.
Ok, I will add a list!!
You can do the rainbow ring projectile by fully charging your neutral attack as happy btw. So stand still, then start holding the attack button, then release. If your pepper meter is full this will become the big laser beam (also known as Kamehamehorse)
kamehamehorse is amazing lol
thanks weenter!
also will there be any new characters soon? im actually liking this game alot
it might take a while as I'm currently busy with graduation, but the concept and some of the sprites for the next character are already done.
Hi,
I hope this message finds you well. I recently played your game "ragdolf" on itch.io and really enjoyed it. I am interested in commissioning a custom game and would like to know if this is something you would be able to do. Could you please let me know your availability and pricing for such a project?
Also if you can share me your email to more private messages
Thank you!
Yes, I am open to this!
you can mail me at weentertheperson@gmail.com
but i am also available as weentermg on discord. I'm often online there and conversations are a bit easier that way so I'd prefer that.
Check discord friend recuest
funny enough i was actually in the process of writing a move list aswell as the basic role of each attack for each character, aswell as basic combo guides, but i guess you beat me too it lol
You can totally still write it. I'm in the middle of graduation so the next update is gonna take a while, and I'm also curious which moves and combos the players figured out by themselves.
sounds good, ill keep cooking >:)
Weenter, this is soo cool! The music slaps from 0;)1s haha. Everything feels so juicy!!
If you have time, I'd love for you to check out my 60s platformer, Upbound!
Thank you so much!
I will check out your game as well!
unfortunately that will probably not happen anytime soon, partially because I am very inexperienced with programming for online games.
Weenter think about it...
a monster based on your pfp...
or a a electric orb with big fists..
his PFP monster would be easy to implement as it already has a base sprite
I know I just commented a few days ago but this update felt really great! The new intro caught me off guard and got me really hyped up. the few small changes such as the random monster ? sprite during the "clash sprite" (Idk what to call it lol) was a subtle surprise and gave a bit more tension for what I would either fight or play as. I will say Im not a big fan of changing the jump and dash keys from F and C to V and H respectively (at least for player 1) but im sure ill get used to it in time and actually play with both hands lol. As far as skins go i really love em, gives the feel of much more variety in combat despite no actual changes, and I highly encourage making more if time is available. Training mode is a welcome inclusion, though I admittedly have learned most of the game during previous updates so it hasn't helped me much. Final thing I noticed was that the "clear crystal" variant kick on lily and orbit either doesn't work at all or has gotten a much stricter window to input (considering the other attacks such as the dragonfish yellow fireball still work I assume it was removed, though either intentionally or by coding error I don't know)
In short I really liked this update, despite it not being any major "new character" esc update I really enjoyed myself. Ill make sure to add an edit for any other changes i find.
Thank you so much! The yellow crystal kick from Lily and Orbit has indeed been removed. I felt like it was a strictly worse version of the normal variant. Would you be interested if I added it back in again? Lily and Orbit do have 1 new motion move, the fading fist. You can do it with a dragonpunch motion (forward, down, downforward).
I uploaded the update pretty late at night, but I will soon write all the patch notes in the devlog.
Also, to answer your previous comment (I waited a bit because I knew the update was close to release), but player 2 can attack with Period ( . ) now. It's not really my way to play since I like having my attack button on the right side of my movement keys, but this will let player who don't have a keypad have an easier time.
And yes :) I did indeed make ragdolf too
Giving it a bit of testing I definitely really like the fading fist, its a much needed movement tool for lily and orbit considering i've noticed they tend to struggle approaching (then again I forget dash attacks exist half the time cus I play totem most lol). As far as the yellow crystal kick is concerned I did actually find it useful, specifically for mixing up on shield, as the opponent might drop it or use the crouch attack after they would expect the standard crystal to hit, but get caught by the delayed window of the variant (bots especially fell for this). so while not exactly a great move I did find use in the moveset.
Thank you for the response, and ill make sure to give feedback on any future updates the game has to offer to give you a better audience perspective :)
Edit: I found a funky bug (I suppose) where if you are in training and manage to get your opponents hp to zero (I found it easiest to either spam the lily up attack while using orbit when available or the totem monster crouch attack, both while using the wall to keep the other player close) Every hit done at zero hp will do the "finishing hit slowmo" effect that normally happens, which leads to comical results when using multihits, this probably won't realistically effect gameplay but its worth mentioning.
I'm gonna comment on this one so I won't add unnecessary bloat comments to your guide, but your guide was really extensive! I can see that you put in a lot of research and that you have a lot of knowledge on this type of game already, wether it's traditional fighting games or platform fighters. For example, you correctly understand that the small attack are often way more important than the big attacks, for example with dragonfish's crouch attack. and you also figured out an advanced movement tech in Dashjumping
I'm going to add some comments under there to make the list even more complete, cause a lot of these things you had no way of knowing. If you want me to delete them so you can update your own list, let me know. it might be a better read that way.
There's also a really important mechanic that I don't think you mentioned anywhere, but you can parry attacks by releasing the crouch button (there's a half second cooldown after a failed attempt, but if you parry something, you can more quickly counterattack and you get some pepper meter). this is a good counter to most projectiles and you should always keep it in mind if you're using projectiles from far away.
Have you considered adding online multiplayer? Love playing this game with my friends and wish I could play this when we weren't right next to each other!
I have tried that but it's very difficult to make sadly... I don't think I will add online multiplayer anytime soon, but maybe I will one day if I have the skills for it.
This game is really fun! there is clearly a lot of passion here and im loving it, even if i don't got any friends willing to play with the admittedly kinda goofy p2 controls (on pc). I'm excited to see what is next to come as all the characters are really fun to play as. Totem monster is my favorite :)
Edit: I just noticed you also made ragdolf lol
You can play against a CPU/AI by pressing left or right on the character select screen at the "control options" section.
It looks excellent, how much do you charge to make a game like this?
Thanks!
well, I have never really made an entire game for someone, but I do make pixelart animation comissions, which of course the price depends on how many animations you want. i can also help with some of the building blocks in godot, or make a game that is a bit simpler than this. it all depends on a lot of things, like what you want to make, or what parts you will design/make yourself.
We can talk a bit further about this on discord if you have it. my tag is "weentermg"
otherwise, you can also mail me at weentertheperson@gmail.com
I send you an email
I just sent one back
This game is super cool! Dragonfish is my favorite! The animations on all the characters is stylish, appealing, and clear, and this perfectly scratches my itch for a simpler take on old fighting games! It maybe one or more moves could be added and the complexity would still be manageable for newcomers, but as it is, this game is great!
Thank you so much!
AMAZING! there seems to be a bug with totem monster though. I've played the game a bit with a friend and sometimes when we are both blocking and he tries to do his down attack nothing happens.
edit: I think it's a keyboard issue with the enter button not registering if too many other keys are pressed- is there another attack button for player 2?
hmm. no there is currently no other attack button. I will add some more ways to attack! btw, are you playing on a mechanical keyboard or a laptop (or maybe even something else?)? that would be useful information for fixing these kinds of things. you can also play the offline version with controllers btw.
oh I'm currently playing on the browser version with a laptop- this seems to happen on chromebook too. unfortunately I don't have controllers tho. custom keybinds might be nice but i'm not sure how difficult that would be to add
forgot to add that I think it's specifically keys like enter, ctrl, alt that won't register if too many other keys are pressed but I've played other fighting games on keyboard and it seems like all of the letter/symbol keys would work :)
ok thanks! I will add an option for p2 to play with . and , . not really how I usually design controls, since I often would rather have the playyer use the left hand for movement, but I think this is an ok way to fix it. custom controls might be a little annoying to make, but maybe later. thanks for the help and comments btw.
niceeee
How to launch hearts with shella snail?
It's one of her secret moves, so tbat means it need s a special motion to be inputted.
in this case, hold left or right, away from your opponent for about one second. Then quickly press forward + attack. You can see if you hold away long enough if hearts start appearing around shella snail.
You can also hold (left or right) away while crouching or attacking. This ensures that you stand your ground while charging. This also means that you will lose your heart charge once you start walking forward again.
I'm planning on simplifying this a bit in the next update. It may be a bit confusing at first, but I think you'll get the hang of it.
thx and i loved the game by the way
every characters has secret moves?
well, most of them do, and I will be adding more
Dragonfish can press down, then left/right towards the opponent to do a yellow fireball. it's a lot slower on startup, but after shooting the fireball dragonfish can move almost immediately again. This means that you can run behind it using the fireball as a sort of moving shield, or you can use it to start a combo.
Shella Snail obviously has her heart shooting attack.
Shella Snail can do a similar thing by holding down for about a second, then quickly pressing up + attack. The can shoot a lightningbolt upwards to shock opponents.
Totem monster's moves aren't really secret, as they are pretty easy to do, but he can hold down + attack while in the air to do a totem stomp. He can also double jump.
Happy and Mad don't really have secret moves. Since they are a 2 in one character they already have the most attacks out of every monster.
Lily and Orbit can press down, then left/right away from their opponent to do a yellow crystal kick (the crystal clear kick). It makes the crystal from her normal crystal kick spawn later so you can combo off it better, but honestly, it's not that good of a move in my opinion. I might remove and replace it later.
I'll probably update this list later once there are more secret moves, but hope this helps!
wow thx dude, nice. You could add like a list of moves in the game. I like the concept of secret moves but for better diversity in gameplay it would be better if everyone knew the moves
Great update as always, kinda reminds me of the Ice Climbers!
this game is one of a kind!! but i hope you'll update it into a more thrilling game like more modes or smth but still this game is awesome!!
Truly an awesome game. Would you mind to add some small tweaks for gamepad controls? I enjoyed this game with friends alot.
Thanks.
Yes I would love to hear your feedback on how to change gamepad controls. What would you change?
Maybe A to jump, B to attack, also, halfway through writing this, i realised there is a input lag on the enter button sometimes, can you maybe patch that for a future update?
I think adding more control customization options would be a good idea in general. I'm working on the next update already and that's not really within scope of the next deadline I set for myself, but I will for sure look into it. As for the input lag, that is very strange and I have not experienced it myself, but you're saying it's with the enter key on the keyboard, so it can't really be a controller issue... I can look into it, but I doubt I can find or fix it. Are you maybe confusing input lag with input buffering? (When pressing buttons quickly after another, you can press attack during the previous animation so you don't have to time every attack frame perfectly in a combo. This system might cause some problems...)
Sorry for replying this late, but i really hope that you nerf Happy And Mad's up attack, it is spammable and can ko without taking damage.
please add cooldown between down attack for dragonfish
hmm, I was not really planning on adding cooldown to moves, but I can change to attacks in different ways to make them more fair. What exactly is the problem with Dragonfish's crouching attack? For example, is it too hard to react to, too difficult to punish after you block the attack or something else?
nevermind im just ass at the game
i tried playing as Dragonfish but I'm just trash cus i lose 0-2 no damage at all
This game is great.
It's an entertaining and great game, I'm lucky to find this project well done (and by 2 people, nice)
i cant wait for more of this :D
Very cool and outstanding graphics! I love it! :)
Thank you!
Wonderful game. I could tell there was a lot of love poured into this Project. The characters were fantastic to play and the whole game felt well thought out. Great job.
Thank you so much. Hearing things like this inspire me to keep making and updating games.
Thanks♪(・ω・)ノ
Gamepad (any) doesn't work.
It should work on the Windows and Linux versions. Let me know if it worked.
I'll try it. Thanks.
Monster Battlegrounds Gameplay
awesome game, pls add an ai opponent
You're in luck, because there are AI opponents! On the character select screen when selecting the controls, press left or right with the opponent's controls to change the player into an EASY Ai, or a HARD Ai.
Very interesting game.
I love that dinosaur! Ha ha ha ha
(*╹▽╹*)
We are a game publishing agency. If possible, can I get the developer's email address?
Oooh
for developer related mails, contact me at weentertheperson@gmail.com
Thanks♪(・ω・)ノ