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A jam submission

It Takes Two to FightView game page

It takes two to fight in this short adventure!
Submitted by Plide, Innevato, hoppermcs, Shadow8472 — 11 minutes, 58 seconds before the deadline
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It Takes Two to Fight's itch.io page

Results

CriteriaRankScore*Raw Score
Performance#83.4673.467
Sound Design#83.0003.000
Art Style#92.9332.933
Overall#102.8442.844
Uniqueness#103.0003.000
Theme Usage#102.6672.667
X Factor#112.0002.000

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+2)

Enjoyed the different take on the theme! Ran smoothly and was able to beat the boss on second attempt! Good job! might I suggest you add the keyboard controls onto the game's page? I too had problems understanding the control scheme at first.  

Developer

Good idea!

The control scheme was based off the Sega Genesis 3-button controller with the extra ones found on the 6-button variation being defined for debug purposes as needed.

Submitted(+2)

That was fairly surreal, but not necessarily bad! Definitely reminds me of much older games without a tutorial and with a punishing death. The music was fairly impressive and the art (and especially that little sequence showing the sister shooting fireballs at the brother) had me wondering more about the backstory. Going into it, I kind of expected this to be more experimental as it definitely gave a very trippy vibe. I couldn't quite figure out the controls and kept dying to the boss no matter what I tried. For a while, I actually thought that might be part of the game, and could have been revealing something about an unreliable narrator POV (maybe the brother is the real bad guy, now caught in an endless loop reminiscent of the suffering he made his sister feel). Going back now and reading through the comments, development woes do fill in some of the blanks, though I'd still give this another shot if the devs wanted to continue their learning journey. I'd be really curious to see how the title grows into its identity. I'll say, it could very easily be turned in a really trippy "experimental" title if you guys wanted to go in that direction. Either way, big props for making it to the end and submitting! That's one down! Keep it up!

Developer (2 edits) (+3)

Interesting take on the backstory. Those are real fireballs as show up in the boss, by the way. At one point when i was working on getting the goblins along the side to toss them at Bro, I tried turning them to ridged bodies. Sis's fireballs suddenly had gravity physics, and that wasn't any good for the cutscene.

We actually had sprites for the house (seen in-game as a brown rectangle) and goblin camp drawn up and implemented on the last Friday of the jam, but that commit didn't make it into the submission. Here is what it would have looked like:


This screenshot actually comes from a branch where I have overhauled most of Bro's code for walking, and doesn't have the screen pan for the boss yet, though I intend to aim for more of a fixed-camera for the fight per my original vision.

Submitted(+1)

Oh nice! I appreciate the behind-the-scenes reveal and screenshot. Here's hoping someday Bro and Sis's full story will be told.

Developer

Well, here's your chance, assuming you haven't already found the updated version out now. I can't speak for the others on this project, but I do believe it reflects the scope we were hoping to complete for the jam. Lesson learned: learn and use a pre-made character controller for game jam scale. Arbitrary standards get exhausting to write and re-write all the time.

(+1)

I tried for hours to get into the brown box area. Finally gave up. ;-)

Developer(+1)

Yeah, that was supposed to be their house. The sprite we had already made up didn't make it into the jam version.

Submitted(+1)

hard game remebers me to the old FF games on NES!

Developer(+2)

Happy memories, I hope!

(+2)

Not sure why, but none of the controls on a controller worked until I remapped them all, and I couldn't find an attack on the keyboard anywhere that actually did anything. Good idea for a boss, would definitely like to see more!

Developer(+1)

Thanks for the feedback! Yeah, I only set up keyboard binds for the controls. I'll be sure to cue up default controller binds for a future update after the jam results are in

Coding the boss was fun, but rushed. I had to play around in the editor so he wouldn't kill himself, and I'm so glad I made them cross.

(+1)

Fun little game.   Levels seemed too wide and open and could probably have been narrowed down for the scope of the game. 

Developer(+3)

Thanks for the feedback. I agree: whoever did the level layout [me] had little-to-no idea what he was doing! I just doubled the size of the viewport in X and Y directions and called it good. Hopefully we will have a chance to get the other 75% of our brainstormed content off the drawing board someday.

We accomplished our goal of making it to submission. For that, I am thankful.

Submitted(+2)

I beat it after a few tries. All the characters looked really good.

Developer(+2)

Out of curiosity, did you find the flashback sequence? It was intended as a hint for the boss.

Submitted(+1)

I did see that one. Although I thought it was just a cool cutscene.