About

This is a fairly simple 2D fighting game, the twist being that you can’t attack while standing still, you have to be moving in some way, and the attack doesn’t require command inputs, just choose punch or kick. The type of movement you’re in the middle of will determines the attacks you have access to. This is my first attempt at a fighting game so expect it to be a little odd.

The movements are almost treated like stances and attacks in one aren’t available in the other, if you jump and punch, you’ll do an uppercut, but only while you’re rising. Strings however do still exist, if you use an attack, during the cooldown of that attack, you can choose to either wait it off or cancel into the next available attack in the string.

The game is now in a playable state and has been uploaded to itch.io if you want to play it. I will also stop updating the game here and start uploading Developer Logs on the itch page.

Current State

The released version of the game is now in good working order, with a beta version that includes online currently being worked on slowly.

The game currently features 2 types of AI to fight, a turtle and a rushdown, the visuals and hit effects have been improved, attacks have been balanced and altered to improve the feel of the game. UI has been improved to make things easier to see, a round timer has been introduced, and various other updates and tweaks.

In the beta version, an online aspect has been introduced, which is currently working but it needs polishing before I consider making it the main version regarding synchronization.

Project Progression

Since this is a current project and not an old one this page will get updated continuously, I’m making this in unity with no real knowledge on how these games are made so I’m working with my own understanding of other fighting games.

I’ll post weekly updates for the game here in the form of short demo videos.

I’ll post random updates when I make large changes to the game, I just wanted to test myself for the first 3 weeks. The game is now finished and released, with new updates being pushed out over time.

In week 1 I was mostly getting the skeleton of the game down, everything fundamental like general physics, movement, controls, animations.

All very basic things, and none of it looks polished at all. While things were very inconsistent at this stage, I think I did a good job of setting things up.

The week 2 update was a large facelift with things like a menu, a background with parallax and a new floor, a larger stage, more dynamic camera, hit effects, and part of a fight UI with health bars.

On top of the visuals, the feel of the game in general was improved in terms of animations and knockback.

For week 3 the changes are mostly for polish. The help menu was overhauled and has a command list now.

Airborne attacks have now been implemented which is helpful to to making the movelist feel full. The sound system for attacks has also been implemented, though it’s in early stages at the moment.

No more weekly updates. I’ll just be updating this at random.

Changes consist of enemy AI, menu settings, more attacks, bug fixes, and other general functionality.

Visual updates like a camera shake on heavy attacks and health bar improvements. New features include throws and controller support for either player which also lead to an overhaul of the input system.

There were also fixes with the AI, attacks, and 2 players, and the animator.

A new round system, a pause menu, button remapping, walls bounce you away, 21:9 forced aspect ratio, an uppercut from crouch, blocking, slide in UI animations.

Better UI anchoring, sounds were improved, attacks feel better, menu improvements. Many bug fixes, many animator fixes, and attack rebalancing.

A new round clock, new hit effects, a new type of AI to fight, the sky is now an indicator of sorts.

There are also more attacks, the scenery has been updated, balancing adjustments, animation fixes, bug fixes, and general UI presentability and visibility improvements.