Thanks! Player 2 controls were made for use with the keypad, but I guess it can be annoying to use if your pc doesn't have one... or maybe there's another issue/way to fix it. Let me know!
the red dart (Bulls-eye) deals more damage and more hitstun by hitting your opponents compared to a regular dart. About 1 in 10 dart throws will be a red dart, but it's random.
Yeah, at first, I was fight agenst my brother and I done a dive kick, but because I was very close to the saws I dived into that spot, me and my brother was laughing about it and realized he can't get to me unless he also glitch into it.
Gotta say, this is a very funny bug but also it's like a safe spot.
also i suggest adding maybe a ultimate move set based on your color or just a abilty by charging it up by killing other in a three round game play like
red: super ground pound
orange: edge (will teleport the opponent to the top of the map and do some damage)
you can combo by landing hits after eachother fast enough that the opponent can't escape.
there are a bunch of attacks and you can view them all in the "GUIDE" section, but the most important ones are:
punch : press the attack button (SPACE for p1, keypad ENTER for p2) without walking or crouching.
kick : press attack while walking
roll attack : press attack while running. you can run by double tapping the walk buttons
uppercut : press attack and jump at the same time. The timing may be a little strict at first, but it shouldn't be too hard. (you can't uppercut while running)
air kick : press attack while in the air
most combos are pretty hard to time, but you don't need to combo to deal a lot of damage and make it hard for your opponent to escape, so don't worry too much if you don't time your attacks perfectly. an opponent can only escape if you launch them too far away, they parry in time (which requires precise timing), or they attack themselves (the attacker almost always has more time for a second hit than the defender). that being said, here are some combos:
punch > punch > punch ... (continue as long as they are in range, try not to mash the button, but to time your punches)
punch > kick
punch > uppercut (works only if you're standing close)
uppercut > uppercut (works best if you're standing under a platform, in a corner or the opponent can't get out of the air)
crouching punch > kick
punch > crouching punch > uppercut (while in the corner)
air kick > basically anything (punch, kick, crouching punch, uppercut)
if your opponent is attacking you a lot, you can press the parry button. when you parry, your enemy will be stunned for a short while which allows you to start your own combos.
making good combos is all about knowing how your attacks flow into eachother. The combos I just listed are not all of them and you can mix and match attacks to see what works best.
try to keep your offense going if you think you're in an advantage, even if it's not a "real" combo. strings of seperate attacks are also good for damage. use the terrain to your advantage, such as by using platforms to land early after an uppercut, or by cornering an opponent, which makes it hard to escape from your punches and kicks.
If you're playing in the browser version, make sure to use google chrome, otherwise it might just be a temporary little bug in itch.io for as far as I know.
In the non-browser version, there is no fullscreen option implemented by default, but maybe you can use some other software on your pc for that. I would recommend playing on the browser version anyways though.
basic combo list that can be combined, an ultimate move that can be built in combat(give it a stamina bar so the opponent wont spam), coop mode where the player work together to defeat a boss/kill mobs, longer parry, more moves, and customizable character for those who have colour blind.
Playing for like 3 hours with a friend of mine we noticed the uppercut is pretty broken. Doing it in succession, even if you air dash out of the second one, it does like half your health. I'd say figuring out some up close moves as well as making uppercut do less damage could allow for some fluidity to playstyles. I am not sure if the stun from the parry is too short or not because at the end we started actually using it for combos instead of just being like lol you just got parried then being immediately countered. So i guess what i have to say about the parry is good job? i think. All in all really good job it was a lot of fun.
I have noticed a funny little glitch, on the map where you can "fall" (First row, 6th map) if you are the character that has red colour in the beginning, press S while falling and then parry, eventually you will fall through the map. It would be cool if when someone did this they unlocked a secret map.
i got nobody to play whit, but at least i could pretend i was playing whit somebody by moving both characters. Animations are just beautifull, feels smooth and the game idea is cool, is a good concept and is well done, controls a little weird but such a GG
I've been busy with my internship for a little while, so not much progress, but it's nice to see that people are still interested in the update. I'll make some time to work on it :)
You can play against the computer by pressing the second player's attack button before the match starts! I'll be adding some more singleplayer content later. Hope that helps!
I would really like do that, but apple has made some restrictions for developers so you need a macbook to export to mac. My friend has a mac though, so I could ask him if I could borrow his mac, but I'm not sure if it will work.
For now mac users can just play the browser version or an older version.
its a good game, but i think it could use an update for the controls. sometimes it can cramp up my fingers and get confusing at times. its very good though. fun to whack the ai around and mix up moves. very nice sounds too :3
Glad you like it! I'm working on an update right now and there is already the option implemented to sprint by holding a button instead of double-tapping. Sadly Godot (the game engine I'm using) doesn't recognise both shift keys as different buttons, so I'm mapping them to CAPS LOCK/N (p1) and SLASH/period(.) (p2).
I'm in a bit of a busy 2 weeks with school right now, but once I'm done I think I can update it pretty soon. If you have any more suggestions for the next update, let me know!
Yes! before the battle starts you can press the attack button of the player that you want to be an AI and it will become "CPU level 1". You can select 4 levels with 4 being the hardest. They're not very smart but I'm updating them to become smarter.
hey, i played your game with a friend and its really fun, congrats ! also about the running thing I definitely think you should add a button to hold to run, because the fighting is really fast and intense, and having to double tap all the time to run and do the dash is kinda annoying. other than that, the game is awesome!
can you pls add a dash or maybe make the walking speed faster??? its a bit sluggish to simply double click to go at a run which is still too slow. I am just suggesting this, no forcing.
I'm thinking of making the players move just a little bit faster, but it starts to feel strange when I increase it by more than about 20%, so it won't be much faster. (Don't worry about making me feel forced :), that message at the start was mainly for people who went too far.)
Are you playing on keyboard or controller btw? I noticed that the double tap is a bit annoying sometimes on a controller so I might add a run button, although that would make the game slightly less simple...
Im so happy! If we would ever expect a new update what would you think would be in it? Anyways, im loving the new update, ive been having CPU's fighting against each other for the fun of it and watching the power difference with them.
I think a lot more new stages, since they're pretty easy to make. I also already have some new concepts for items and I also think a new gamemode would be cool to add, since that would make the game more replayable. I first have to fix some bugs though as soon as I am back home.
so on the big dark map when you color one of the ninjas white they become almost invisible, allowing for really cool fights on it. Due to this if you air attack to have more time in the air you are almost entirely invisible for much longer and also allowing you to surprise attack people, fighting against a level 4 cpu that i colored black was incredibly fun due to this
Id think maybe a stage with spikes that could pop up would be cool?maybe more stages with springs and sawblades in the same stage? hell possibly a stage with stuff like, AI enemies? like ninjas with a cool outfit, and you cant fight your friend in the stage? it would be pretty cool. maybe for the UI theres a little ninja and when you select it the little ninja does an attack?
It would be cool if you added a gamemode where you could use a weapon of choice. So "All hands" or "Weapons" gamemodes, and you choose different weapons by clicking on for example arrows above the character to switch to the right and left.
That would indeed be very cool, at one point in development I considered adding throwable weapons that players could pick up such as shurikens or daggers, but adding entire weapons would mean there need to be a lot more animations so that would take quite some time. Still, throwable weapons could be added some day...
you can do a super jump/ dash jump/ rolling jump which gets you to the other side of the screen pretty quick. just initiate a roll, jump, and let go of forward the first or second frame during the startup of the roll. 3 corndogs outta 2 cream soda doctor peppers (nice).
- This looks like exactly the type of game I would have played at school during lunch break. Make sure you get this game on coolmathgames.com!
- I like the ability to customise your headband colour. Nice touch.
- I don't have anyone I could play this with right now, so I think it would be good if there was some AI, even if it was really really basic (e.g. follows you and randomly attacks you with different combinations so you can practice). I just need something to attack that allows me to get a better feel for the game!
- I was surprised to see that the dive roll attacks the other player! I would have assumed it just gave you momentary invulnerability and granted you easy access to behind your opponent. Perhaps this could even have a counter too, like you could grab/trip your opponent and throw them on the floor as they run past.
- Speaking of grabbing your opponent, it would be cool to have some taunts, either from a distance like rude gestures, or close up like being able to headlock your opponent and scrub their hair with your fist. A harmless action that doesn't take any HP, to just flex that you're in control and winning.
- I managed to do an uppercut somehow, no idea how I did that. Cannot reproduce lol
- Attack idea: Hold A, press space for kick, but before the kick starts, hold D to lean back and go for a head kick / spinning back kick.
- I like the ability to either run or walk, but double tap seems not the best control, as when you're playing with someone, you're going to be edging closely to each other but not too close, so there will be lots of little rapid adjustments back and forwards as you dare to get closer or quickly back out in panic, and it's too easy to activate the running mode by accident and run right into them. You could lean into this as a "feature" and encourages players to think about their moves more carefully, but it will raise the entry bar of difficulty a lot. My suggestion would be to instead use shift as the run key, or wait a few frames before the speed boost kicks in.
- I was a little overwhelmed / confused by all the key shortcuts available for parry. Do they all do the same thing? I personally find it a little uncomfortable to reach any of them, and would suggest perhaps holding S, immediately followed by W, D, A, space, shift, or any other key, which would result in different types of blocks in different circumstances.
That way, you reduce the number of keys to remember (and look at the instructions constantly for), and it's more about experimentation of combinations, rather than referring to the manual.
- Jumping feels a little sluggish once you're in the air, like you're slowing down? It feels like you lose X velocity by jumping, and also you cannot change direction once you're in the air. I know this is more realistic but being able to change direction mid air is a little like coyote time. It's not realistic at all but it just feels better to play.
Overall, this is looking great, I look forward to seeing what comes in the next update!
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should add a ultimate or an x factor like marvel vs capcom
that can save you
Great game, would love to see better player 2 controls. Cannot for the life of me understand the red dart
Thanks! Player 2 controls were made for use with the keypad, but I guess it can be annoying to use if your pc doesn't have one... or maybe there's another issue/way to fix it. Let me know!
the red dart (Bulls-eye) deals more damage and more hitstun by hitting your opponents compared to a regular dart. About 1 in 10 dart throws will be a red dart, but it's random.
I think the ability to change controls would be a great workaround to it. Also, thanks for the info on red darts!
Hey, guess where's Red, his not constantly hurting but he is supposed to.
haha! how did you get there? with a divekick or air dodge or something?
I dive kick at the lege of the platform and some how get stuck in there. I still can jump out of it.
And I had practice with the right timing of dive kicking into it that I had done it a couple of times.
Ah yeah. I also managed to do it with an airdodge but itch.io won't load the screenshot. Pretty interesting discovery.
Yeah, at first, I was fight agenst my brother and I done a dive kick, but because I was very close to the saws I dived into that spot, me and my brother was laughing about it and realized he can't get to me unless he also glitch into it.
Gotta say, this is a very funny bug but also it's like a safe spot.
please add the ability to change keybinds.
also i suggest adding maybe a ultimate move set based on your color or just a abilty by charging it up by killing other in a three round game play like
red: super ground pound
orange: edge (will teleport the opponent to the top of the map and do some damage)
yellow: yeet (yeet the player)
green: laser (aim at the player and kill them
blue: freeze (the opponent cant move)
purple: do damage to them over time
white: assend abilty one shotting them
black: super speed punch
grey: one shot punch
how do combo and what are the diffrent moves you can do
you can combo by landing hits after eachother fast enough that the opponent can't escape.
there are a bunch of attacks and you can view them all in the "GUIDE" section, but the most important ones are:
punch : press the attack button (SPACE for p1, keypad ENTER for p2) without walking or crouching.
kick : press attack while walking
roll attack : press attack while running. you can run by double tapping the walk buttons
uppercut : press attack and jump at the same time. The timing may be a little strict at first, but it shouldn't be too hard. (you can't uppercut while running)
air kick : press attack while in the air
most combos are pretty hard to time, but you don't need to combo to deal a lot of damage and make it hard for your opponent to escape, so don't worry too much if you don't time your attacks perfectly. an opponent can only escape if you launch them too far away, they parry in time (which requires precise timing), or they attack themselves (the attacker almost always has more time for a second hit than the defender). that being said, here are some combos:
punch > punch > punch ... (continue as long as they are in range, try not to mash the button, but to time your punches)
punch > kick
punch > uppercut (works only if you're standing close)
uppercut > uppercut (works best if you're standing under a platform, in a corner or the opponent can't get out of the air)
crouching punch > kick
punch > crouching punch > uppercut (while in the corner)
air kick > basically anything (punch, kick, crouching punch, uppercut)
if your opponent is attacking you a lot, you can press the parry button. when you parry, your enemy will be stunned for a short while which allows you to start your own combos.
making good combos is all about knowing how your attacks flow into eachother. The combos I just listed are not all of them and you can mix and match attacks to see what works best.
try to keep your offense going if you think you're in an advantage, even if it's not a "real" combo. strings of seperate attacks are also good for damage. use the terrain to your advantage, such as by using platforms to land early after an uppercut, or by cornering an opponent, which makes it hard to escape from your punches and kicks.
have fun!
thank you I can beat my friends ass now but I am still in school while writing this so ill have to wait I guess
how come full screen doesn't work?
If you're playing in the browser version, make sure to use google chrome, otherwise it might just be a temporary little bug in itch.io for as far as I know.
In the non-browser version, there is no fullscreen option implemented by default, but maybe you can use some other software on your pc for that. I would recommend playing on the browser version anyways though.
all of ur games is so good!!
Thank you! I'm glad to hear that :)
Hi, any chance I can buy sprites like this?
Yes, you can buy sprites from this game or get a commission. We can talk about this further on discord, my name is weentermg.
I will add you, thanks for the quick response
game lit i wooped my freind
heck yeah!
More items and a 4 player mode please!
Very nice game! I can tell that a lot of effort was put into it, its a very clean looking game :)
basic combo list that can be combined, an ultimate move that can be built in combat(give it a stamina bar so the opponent wont spam), coop mode where the player work together to defeat a boss/kill mobs, longer parry, more moves, and customizable character for those who have colour blind.
this is pretty fun i like it
Playing for like 3 hours with a friend of mine we noticed the uppercut is pretty broken. Doing it in succession, even if you air dash out of the second one, it does like half your health. I'd say figuring out some up close moves as well as making uppercut do less damage could allow for some fluidity to playstyles. I am not sure if the stun from the parry is too short or not because at the end we started actually using it for combos instead of just being like lol you just got parried then being immediately countered. So i guess what i have to say about the parry is good job? i think. All in all really good job it was a lot of fun.
The hardest level: Level 4 fully black Bot and the "night" map. You also have to be fully black
I know its hard making a game, however could you try to make the bots understand when they have a weapon?
I'll be sure to change that in the next update :)
any plans for the next update! if it will even happen? monster battlegrounds seems like a spiritual successor
I have noticed a funny little glitch, on the map where you can "fall" (First row, 6th map) if you are the character that has red colour in the beginning, press S while falling and then parry, eventually you will fall through the map. It would be cool if when someone did this they unlocked a secret map.
how do i do the new gosht punch thing
You can do a phantom fist by holding the attack button for a full second, then releasing the attack button while you're on the ground.
ty
i got nobody to play whit, but at least i could pretend i was playing whit somebody by moving both characters. Animations are just beautifull, feels smooth and the game idea is cool, is a good concept and is well done, controls a little weird but such a GG
The actual game content is fun but the controls kinda spoils it a little, could you work on that?
Sounds like something I can change. What do you suggest?
wasd and c - parry v - attack for player 1 and arrow keys and , - attack . - parry for player 2.
any news on part 2 of the update?
I've been busy with my internship for a little while, so not much progress, but it's nice to see that people are still interested in the update. I'll make some time to work on it :)
great to hear! hope you can make some good progress on it
add single player because I don t have friends :C
You can play against the computer by pressing the second player's attack button before the match starts! I'll be adding some more singleplayer content later. Hope that helps!
tahnks :D
can u update the mac download please
I would really like do that, but apple has made some restrictions for developers so you need a macbook to export to mac. My friend has a mac though, so I could ask him if I could borrow his mac, but I'm not sure if it will work.
For now mac users can just play the browser version or an older version.
its a good game, but i think it could use an update for the controls. sometimes it can cramp up my fingers and get confusing at times. its very good though. fun to whack the ai around and mix up moves. very nice sounds too :3
Glad you like it! I'm working on an update right now and there is already the option implemented to sprint by holding a button instead of double-tapping. Sadly Godot (the game engine I'm using) doesn't recognise both shift keys as different buttons, so I'm mapping them to CAPS LOCK/N (p1) and SLASH/period(.) (p2).
I'm in a bit of a busy 2 weeks with school right now, but once I'm done I think I can update it pretty soon. If you have any more suggestions for the next update, let me know!
rad. i like the game and i hope you do well in school!
is there ai that would be a cool feature
Yes! before the battle starts you can press the attack button of the player that you want to be an AI and it will become "CPU level 1". You can select 4 levels with 4 being the hardest. They're not very smart but I'm updating them to become smarter.
k thanks
hey, i played your game with a friend and its really fun, congrats ! also about the running thing I definitely think you should add a button to hold to run, because the fighting is really fast and intense, and having to double tap all the time to run and do the dash is kinda annoying. other than that, the game is awesome!
can you pls add a dash or maybe make the walking speed faster??? its a bit sluggish to simply double click to go at a run which is still too slow. I am just suggesting this, no forcing.
I'm thinking of making the players move just a little bit faster, but it starts to feel strange when I increase it by more than about 20%, so it won't be much faster. (Don't worry about making me feel forced :), that message at the start was mainly for people who went too far.)
Are you playing on keyboard or controller btw? I noticed that the double tap is a bit annoying sometimes on a controller so I might add a run button, although that would make the game slightly less simple...
Im so happy! If we would ever expect a new update what would you think would be in it? Anyways, im loving the new update, ive been having CPU's fighting against each other for the fun of it and watching the power difference with them.
I think a lot more new stages, since they're pretty easy to make. I also already have some new concepts for items and I also think a new gamemode would be cool to add, since that would make the game more replayable. I first have to fix some bugs though as soon as I am back home.
me too.
I like to think that the lvl 4 cpu is a pro and the lvl 1 is a noob
so on the big dark map when you color one of the ninjas white they become almost invisible, allowing for really cool fights on it. Due to this if you air attack to have more time in the air you are almost entirely invisible for much longer and also allowing you to surprise attack people, fighting against a level 4 cpu that i colored black was incredibly fun due to this
goes hard
Not as hard as the Gruz Mother bossfight theme in Hollow Knight
Gruz mother is too easy
just run from it as it run into u and then smack it's butt a few times and its dead bro
u still makin the gaem?
I'm working on a sequal, but I also want to add more stages to this one and make the UI better. If you have any suggestions let me know :
Id think maybe a stage with spikes that could pop up would be cool?maybe more stages with springs and sawblades in the same stage? hell possibly a stage with stuff like, AI enemies? like ninjas with a cool outfit, and you cant fight your friend in the stage? it would be pretty cool. maybe for the UI theres a little ninja and when you select it the little ninja does an attack?
wsad. just wsad. other than that pretty fun, works with snes controller so i can play it like street fighter
It would be cool if you added a gamemode where you could use a weapon of choice. So "All hands" or "Weapons" gamemodes, and you choose different weapons by clicking on for example arrows above the character to switch to the right and left.
That would indeed be very cool, at one point in development I considered adding throwable weapons that players could pick up such as shurikens or daggers, but adding entire weapons would mean there need to be a lot more animations so that would take quite some time. Still, throwable weapons could be added some day...
Maybe you could add a sword too that drops every minute and gets removed from a player after 5 seconds of holding it.
Oh yeah by the way, could you add a multiplayer mode?
As in online multiplayer? That would take some time for me to learn, but you can play multiplayer locally with the arrows on the keyboard and WASD.
Yes online multiplayer, it gets pretty boring just playing against a bot all the time. Level 4 bots are too easy
no friends? lmao rip
awesome game! i would really appriciate an opitions button for changing the controls. and also an higher ai difficulty, keep up the good work!
Thank you so much! The higher AI difficulty is on it's way, and thanks for the suggestion!
that was really fun, if comma and period could be used for player two itd be great as player 1 cant jump while player 2 parries or the tab closes
this is cool game for me and my bro but can you put the parry on ctrl by the arrow keys
Thank you so much for commenting :D. Parries for the 2nd player can now be done by pressing the right ctrl button!
TY
you can do a super jump/ dash jump/ rolling jump which gets you to the other side of the screen pretty quick. just initiate a roll, jump, and let go of forward the first or second frame during the startup of the roll. 3 corndogs outta 2 cream soda doctor peppers (nice).
- The animations are 11/10, great work
- Very solid and smooth feeling gameplay
- This looks like exactly the type of game I would have played at school during lunch break. Make sure you get this game on coolmathgames.com!
- I like the ability to customise your headband colour. Nice touch.
- I don't have anyone I could play this with right now, so I think it would be good if there was some AI, even if it was really really basic (e.g. follows you and randomly attacks you with different combinations so you can practice). I just need something to attack that allows me to get a better feel for the game!
- I was surprised to see that the dive roll attacks the other player! I would have assumed it just gave you momentary invulnerability and granted you easy access to behind your opponent. Perhaps this could even have a counter too, like you could grab/trip your opponent and throw them on the floor as they run past.
- Speaking of grabbing your opponent, it would be cool to have some taunts, either from a distance like rude gestures, or close up like being able to headlock your opponent and scrub their hair with your fist. A harmless action that doesn't take any HP, to just flex that you're in control and winning.
- I managed to do an uppercut somehow, no idea how I did that. Cannot reproduce lol
- Attack idea: Hold A, press space for kick, but before the kick starts, hold D to lean back and go for a head kick / spinning back kick.
- I like the ability to either run or walk, but double tap seems not the best control, as when you're playing with someone, you're going to be edging closely to each other but not too close, so there will be lots of little rapid adjustments back and forwards as you dare to get closer or quickly back out in panic, and it's too easy to activate the running mode by accident and run right into them. You could lean into this as a "feature" and encourages players to think about their moves more carefully, but it will raise the entry bar of difficulty a lot. My suggestion would be to instead use shift as the run key, or wait a few frames before the speed boost kicks in.
- I was a little overwhelmed / confused by all the key shortcuts available for parry. Do they all do the same thing? I personally find it a little uncomfortable to reach any of them, and would suggest perhaps holding S, immediately followed by W, D, A, space, shift, or any other key, which would result in different types of blocks in different circumstances.
That way, you reduce the number of keys to remember (and look at the instructions constantly for), and it's more about experimentation of combinations, rather than referring to the manual.
- Jumping feels a little sluggish once you're in the air, like you're slowing down? It feels like you lose X velocity by jumping, and also you cannot change direction once you're in the air. I know this is more realistic but being able to change direction mid air is a little like coyote time. It's not realistic at all but it just feels better to play.
Overall, this is looking great, I look forward to seeing what comes in the next update!
...how do you customize your headband color?
nvm found it, use A/D or </> before a fight