You'll fight wave after wave of deadly muscular barracudas; their fighting aura has been honed and refined. But you possess an array of fearsome attacks that can wipe the floor with them; so make them regret ever approaching you!
Controls (Keyboard only):
Left/Right - Move,
Left/Right + A - Teleport,
Z/X/C - Attacks,
S - Super (can only be used once)
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Lv. 17
I really liked the artsyle. Characters look good and the special effects are nicely exaggerated. I wish you could see the character's health somewhere though.
SubmittedLonk's Island
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Lv. 21
I really like the characters. The sharks looked great. Some more variety would have been cool. The biggest thing I was missing was just some basic health bars. Even if it was just the player's health bar, it would give a much better sense of how well you're doing and raise the tension as your health goes down. Still, well done making simple and fun fighting game.
SubmittedBlabbering Buccaneers
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Patron
This felt incomplete, but what was there was very promising. Well-drawn art, a solid movepool for a jam entry that was well animated, and some great character design too.
I think this maybe needed a scoring system or something thrown in, even if not polished - I'm not sure if it was winnable or endless but I couldn't get beyond the first big shark in three attempts so I never found out if that was the final boss or just a new enemy class.
Good groundwork nonetheless, and this is definitely expandable!
SubmittedGet Your Hands Off My Banana
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Lv. 2
Neat game! It's cool how each attack feels like it has its own 'purpose'. I also really like the player character's design and sprites. I wish there was more visual variation between the barracudas-- even something simple, like the different types being different colors. Right now, even though they do have some minor differences, it's hard to tell which one they are at a glance. Health meters would be cool-- especially for the player, but also for the enemies too. Overall, pretty well done for the 48 hours! Nice work!
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Patron
I won! Maybe that's just me, but I didn't understand each key was a different attack until I saw people talking about kicks :D It's way easier with this attack ahah.
It's pretty short but it's nice having the different attacks. The flames before the enemies attacks were a nice touch too, but it's still pretty hard to react (even if there's no point in teleporting behind them instead of just kicking them in the face 😈)
SubmittedWhat Is An Island Without Water?
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Lv. 2
The flames were my idea of telepathing the enemies' attacks given the time constraints, but with a smoother workflow I think I'd probably also add some extra sound/visual effects to convey their intended attack more as well. I'll try and give that a shot next go-around!
Also, thanks for the insight regarding the controls; I put all 3 buttons into the category 'attacks' because I wanted the player to discover them all for themself, but there was probably a way I could've done that while also indicating that there were multiple different attacks.
(kick em >:) )
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Lv. 26
Pretty cool setup, I like the variety of attacks and the dodge mechanic. The sharks are super intimidating looking.
There's a bit of a problem with dominant strategy, the kick attack has the greatest range and lets you safely stunlock every enemy from a distance, preventing any chance of being hit. I think if more enemies had super armor while attacking, or maybe if only one enemy gets stunned per kick, you could stop that and encourage a more mobile playstyle.
I think it would be cool if you could knock smaller enemies off the side of the island and into the water for an insta-KO!
SubmittedBlabbering Buccaneers
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Lv. 2
ARGH the water KO suggestion... the whole time, I was thinking my game hadn't really made proper use of the island theme, and now I know a mechanic that could've fit into that theme! Oh well, there's always a next time.
Glad to hear the sharks strike a feeling of menace >:) hopefully in my next project I can make their in-game threat level reflective of that kind of appearance. For my first go-around I was mainly focused on game feel over difficulty, unfortunately. Thanks for giving this game a shot!
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Lv. 2
Good feeling beat em up game, the dash/teleporting attack felt pretty satisfying.
Not a hard game to cheese by stacking up enemies and bouncing them back and forth with attacks. Overall, the C and X attacks were pretty heckin potent. Music certainly fit the tone of the game, it reminded me of old fighting game tracks.
Health bars and/or damage numbers would be a big plus, or just some visual display so that the player is informed. The C attack's animation felt much smoother than teleporting with A. I felt like teleportation kinda needed some feedback. My fighting game instinct is that some input buffer might've gone far to improve gamefeel beyond where it was at.
But yeah, fun and quick brawler that felt, looked, and sounded good~
Thanks for sharing your work~
SubmittedAdvancing of the Archipellagos
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Lv. 10
As someone who has tried to make fighting games in the past and always failed miserably, I give you massive kudos for successfully creating one in 48 hours, with great graphics and exciting animations, no less. I like the variety of attacks, and the teleport is a nice addition. Good work!
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Lv. 2
Thank you so much ^^! My primary goal was creating something good-feeling that involved lots of satisfying attacks, so this is great to hear. For a while before this GameJam I'd been designing small prototypes for a fighting game (e.g. prototype involving jumping, or double-tap dashing, or motion-input specials) so I could get me used to the software, so you can consider those like training arcs that helped me produce this. If it wasn't for those I think I'd have been a lot more stretched for time here...
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Lv. 8
I never thought I would see a full beat 'em Up in a gm48, yet here we are. It's absolutely impressive that you managed to make a three (four)? button fighting game-esque combat system in just 48 hours. The game could use some small touchup to enhance the experience though: for example, It would be nice if the game was able to run fullscreen, or if I was able to see my own health.
Bonus points for being one of the few people who have fulfilled the theme: 'Island' is not plural!
SubmittedRAFTOCALYPSE (Feat. Raftie)
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Lv. 2
Your perception's on point, I'm an aspiring fighting game designer so that kind of gameplay is how I currently operate. This one's technically three-button depending on how you look at it; I made the third attack in 7 minutes by reusing assets from the punch, and it more or less combines the punch with the teleport ^^'
Shortly after the deadline there was an article in the GM Discord which served as a quick guideline for enabling fullscreen, so I'll definitely be looking into that next time! I wanted to include a HP display in this one, but I don't have any skill at designing and manipulating UI yet and I was a bit fussy about the idea of just letting the player see a number, so I skipped on that part this time around. But once I gain the power to display manipulateable HP bars, I will be unstoppable.
Thank you for the feedback, very glad to hear you enjoyed it!
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Lv. 15
Yay managed to win!
What a fun fighting game. Wow those fish were super muscular. I felt the game feel was pretty fun. The kicks were very satisfying when they connected. I loved the appearance of the boss as well.
Music fit in well with the game.
I appreciate the difficulty was on the lower side too. Always best in a game jam that when your game balance is off, to be on the easier side rather than the harder side.
Kicks definitely felt great. And teleporting was fun too. The third attack felt kinda similar to the dash so not too sure if there's an advantage of one over the other as the attack let's you dash and do some damage.
Think the flavour is a lot of fun too and I enjoyed the player sprite. Nice work!
SubmittedMonster Kitchen Island
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Lv. 2
This is all really great to hear, thank you so much! I'm glad the music ended up passable, I had 1 hour of the GameJam left and realized I hadn't covered audio at all yet (I'd tried to record some foley earlier in the day using my phone but failed to find a way to download it), so I ended up making the track and the 3 sound effects in the span of about 30 minutes each ;-; once I've got a little more familiarity w/ my software under my belt, hopefully I'll be able to rush that part less.
Game feel was my #1 priority so I'm very glad to hear it felt fun, I opted for the easier difficulty approach for the exact reason you stated too. Regarding dash versus third punch; you're right in that there's a significant overlap between them, it was more of an indulgence than anything else for the sake of having a satisfying-feeling movelist.
(P.S. the idea for muscular barracudas came out of thin air, I came up with it at random at the start of the gamejam and didn't even know what a barracuda looked like until I googled it halfway ^^')
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Patron
Well designed fighting game! You could pretty much spam certain moves and win, but I thought it was well put together and fun. Which is really hard to pull off in 48 hours.
SubmittedDis Island: Takeover
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Patron
This was what I tried to make but I couldn't pull off the artwork so I pivoted to something totally different. Really well done, the kick is a bit overpowered but it's fun to use. Awesome game.
SubmittedText Adventure Island
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Lv. 2
Thank you so much ^^!!! Due to the time limit I wanted to focus on giving Mantis a lot of power, even if it broke the difficulty; they can also pull an infinite on the sharks by chaining punches on them to one side of the island, Corkscrewing to the other side and then punching them across the other way.
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