***Only Fire and Earth are implemented, Water and Fire are coming soon ***

Press Esc to change inputs

Movement: 

Player 1: WASD 

Player 2: Arrow Keys

Attack: 

Player 1:  F

Player 2:  Enter

Press Attack before getting hit to redirect the Element right back

Change Element: Hold G then use arrow keys to select

Player 1:  G

Player 2:  Shift

Double Tap < or > = Dash

Double Tap ^^ = Dash Up

Down + Attack = Element Low Attack

Up + Attack = Element High Attack

Hold Attack = Charge Element Attack

Press Attack near Element = Redirect/Manipulate

In Air Forward + Attack = Element Forward Attack


This is a small fun side project. If you enjoy it, please consider a little donation. Game development takes a lot of time and little return, and unfortunately my financial situation isn't the best right now. 

Updated 1 day ago
Published 4 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(9 total ratings)
AuthorDead Imagination
GenreFighting
Made withGodot
Tags2D, 8-Bit, Pixel Art

Development log

Comments

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Earth feedback (so far):

Up+attack does nothing (for now)? There's an animation, but it produces no elemental effect. It looks like an upward-angled double punch, but opponents don't take damage standing in it, nor being airborne and getting "hit" by the animation. Assuming this action isn't complete yet.

Double-tapping jump creates a pillar of rock, which is cool, but feels like what up+attack should be doing, and there's no airborne attacks. Makes sense for earth, but feels like you could add a groundslam attack? up+attack while in the air, down+attack, and left/right/neutral+attack, currently all just queue up a normal ground attack which fires once you land.

Down+attack creates a small rock pile, which can be shoved with a basic attack to knock the opponent down. If it's going to the left, they get bounced upward and the rock pile goes past them, but if it's being pushed to the right, it'll push the target all the way to the far side of the map xD while being inconsistent on directions, it also makes it clear that pushing enemies off-screen is a thing, and the other player can move while off-screen, but can't see what they're doing. Feels like zooming out might be helpful here? Or shifting to splitscreen when you get far enough apart?

The basic attack animation is pretty slow, but cool. No charge attack (yet), though. The redirect is really fast, so it feels like when fighting earth vs. earth, waiting for your opponent's throw is a better move.

It's also nice to see that ducking works to dodge the current basic attacks. It'll be interesting to see how future attacks interact with this, now that it's an option.

(+1)

Up attack I'm still working on. Redoing it completely so it's more of a kicking rock up then hitting it forward, originally was summoning a diagonal rock from the ground. 

Just added a groundslam attack. The double jumping will be universal among the other elements as a dash upwards type move. 

Is the enemy on the ground when you pushed the target? it should work normally, but on the ground stuff I havent' fixed yet. 

Yup will add zooming soon, right now it's focused on player 1

the earth element is slow but more powerful, will add a combo to it soon though. 

Thanks for the feedback!

It appears to be an intermittent bug (or fixed already?), but when I posted the comment, I tested each of the following 3 scenarios, then after realising it seemed weird, re-tested the first one to make sure it wasn't a one-time thing . Each time, I used down+attack to raise up a rock from the ground, then a neutral attack to push it at the opponent. In each case, the opponent was standing.

P1 and P2 in default start position, P1 attacks.
P2 gets knocked over while being pushed off-screen.

P1 and P2 in default start position, P2 attacks.
P1 gets knocked back and up, and the rock moves past.

P1 and P2 in swapped positions, P1 attacks.
P2 gets knocked back and up, and the rock moves past.

After restarting my PC and trying again today, the previously-repeatable result from the first test is no longer happening, so as I said, either you fixed it already, or it's an intermittent bug? Not sure which.

(+2)

This game is great and so are the animations! I can't wait to see the other elements! (I'd also like to see a CPU mode like in super smash bros)

Thanks! Just uploaded some basics to earth element. CPU mode will be done soon

(+1)

First Reinbo, now this O_o

And now, for... over-analysis time!

10HP, 1 damage per attack, except if you charge the basic attack or redirect flames from the low attack. Charged attack and redirected flames deal 3 damage. Any 3 basic hits, or one 3-damage hit, will knock down, and reset the knockdown counter.

Pressing and holding W/↑ while airborne, holding W/↑ through your high attack, or holding W/↑ to jump and hitting attack while still holding the jump button in mid-air, lets you hover. Pressing attack while hovering gives you an upward boost, but doesn't deal damage. Neutral air attack fires down, forward air attack fires straight, but has a longer windup and pushes you back, making it look stronger but still only 1 damage. Low attack can also be performed in the air, and looks cooler than when you fire it at ground level.

I think high attack should be renamed to jumping attack, since it hits opponents who are ducking with S/↓ and it's a jump without a knockup. It's also worth noting that you can only redirect neutral attacks while facing the attacker, you can't manipulate the attack around yourself to fire away from the opponent. The high and low attack inputs also can't be used to redirect, which feels like a missed opportunity. And double tapping left or right lets you dash in that direction with a flame jet animation that deals no damage but looks awesome.

(+2)

Very curious to see what you do with the other elements! And how this one evolves over time (hopefully with an AI opponent added eventually, and maybe a downloadable version?).

(+1)

Yes, AI and downloadable will be up soon!

(+1)

Always happy to hear your feedback XD

Reinbo is still going but taking a short breather until a big update. 

The air >Attack will deal more damage later

The high attack will be able to be done while jumping as well, also for other elements it won't jump automatically. 

Will be adding redirecting to the high and low attacks next. 

Not sure about making the dash to deal damage, felt it might feel overpowerd and spammy. 

Thanks again for the input!

(+1)

Oh, I wasn't saying the dash *should* deal damage (also don't think the burst of flames from pressing attack to get more height while hovering should). I was just noting that it's a non-damaging action. I agree that it would probably be too powerful if it could also damage enemies.

swag as hell

Awesome animation! I think the jumpsquat/landing animation could be  a bit quicker though, other than that THIS IS AWESOME!!

(+1)

Loving the fluidity!