After having to scrap all code once (let's just say I'm not on good terms with the Rust language right now...) and spending the larger part of Saturday trying to get the skeleton animation converter to work... Here it is.. What amounts to an entire weekend of frustrations and some fun ;-)
Powerup Puncher! A 2d fighting game where you have the option to choose a bunch of powerups before the battle begins. The powerups cost health so the player will start with less than full health but with some handy powers :-) Every powerup can only be used once during a battle and only for a limited time.
The game balance is terribly off and the player contact area needs severe work,,, But I think the main idea is ok and could be expanded on quite a lot. Even though I'm really not pleased with the result I decided to publish it anyway... Lessons learnt and all that...
This was fun! The controls were a bit tough to use with a keyboard only, but I liked the power-up system. I used the invincibility each time and spammed attacks to win.
I cannot start your game because OpenAL.dll is not installed. I suggest you program your Windows game in a way that lets everybody just play it. Use DirectSound or provide an OpenAL.dll with your game.
Took me a while to figure out the controls, but had fun with this. I ended after the second spikey fight (double spikey). You can use the power ups as a strategic element, which is nice.
hey :) I enjoyed the 3 first fights, cool music, and the main char animation seems pretty impressive to me. I had to connect a controller as it is seems really harder on keyboard but still the controls are a bit complex and not super conventional so I think you should find an easier way to show the controls (like painting a keyboard/controller) and have a way to show them again. I haven't tested the last fights but I've felt like powerups might cost too much health and I've opted for light powerups/no powerups. Cheers :)
So you initially wrote the game in Rust ? Having tried this language, I still have mixed opinion about it, don't really know what to think of it for gamedev.
I love fighting games, it took me sometime to understand the LB to switch direction. Music fits well too.
Kudos for writing the game in C++ and for the skeleton parser, good job ;)
I really like the concept of 2D fighting but use the hp to choose power, it's so out of the box and looks fresh. but of course the keys are kinda hard to do, overall this is cool tho
Good job ! It's difficult to make a fighting game with a short time, you have tried to make different ennemy and that's good. I think you make polish player and one ennemy before to add the others, adjust collision box etc....When i go to left my character dont change i can just hit on the right. And the ennemy on the screenshoot dont take any damage ! Correct this little bug !
Making a fighting game is a daunting task in its own right. Doing so in an unfamiliar language is doubly difficult. Stack onto that that it's a 48 hour compo entry, and it's actually rather impressive how much you got in there.
A number of modern fighting games have taken to making use of mutators on the game rules to add some spice to the game play. The power up system here is a nice take on that mechanic.
The opponents in this game actually remind me a bit of bonus stages in fighting games. Those intermittent bits in fighting games where you break barrels, wood planks, deflect flying knives, etc.
As it stands its pretty fun. The spike guy wrecked me in a corner.
With a more time, this game could be pretty awesome.
Powerup Puncher is probably the most hilarious jam game I've played out of the 15-20 games I've gotten to so far. First the music is just perfect. Before you know it, you're kicking and punching to the tune of the groove and trying to beat up the most eclectic and hilarious lineup I've seen in a video game. Not to mention, when you punch or kick while crouching, it looks like your fighter is both twerking and dancing to the music. This is S-Level comedy class, folks.
Who cares if the controls aren't perfect or that the visuals are kitschy. The theme has been innovatively used here, especially for a fighting game done in 48hours. 4.0 overall score, except I had to give it a 5 for humor. Excellent work @cogcomp
I had a lot of fun with this! The movement of the fighter are hilarious. You should definitely invest some more time into the game. The end result could be amazing.
I really liked this one a lot. It's not often that you see a fighting game on pc let alone in a game jam. However, in my opinion the items need to be quite a bit more important. This is because I just played without any powerups and it was easier. Also, the most annoying part is the collision as often times, it will glitch out and you will have half of your hp or all eliminated while being stuck. Overall very fun!
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Other than that, it’s an interesting idea!
The game packaged with OpenAL: http://www.cogitarecomputing.com/poweruppuncher/powerup.zip
I love fighting games, it took me sometime to understand the LB to switch direction. Music fits well too.
Kudos for writing the game in C++ and for the skeleton parser, good job ;)
A number of modern fighting games have taken to making use of mutators on the game rules to add some spice to the game play. The power up system here is a nice take on that mechanic.
The opponents in this game actually remind me a bit of bonus stages in fighting games. Those intermittent bits in fighting games where you break barrels, wood planks, deflect flying knives, etc.
As it stands its pretty fun. The spike guy wrecked me in a corner.
With a more time, this game could be pretty awesome.
Good job!
Who cares if the controls aren't perfect or that the visuals are kitschy. The theme has been innovatively used here, especially for a fighting game done in 48hours. 4.0 overall score, except I had to give it a 5 for humor. Excellent work @cogcomp