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A jam submission

Spiral Fighters 0View game page

A singleplayer(?) platform fighter made for the GMTK Gamejam 2025
Submitted by Foongus — 21 hours, 53 minutes before the deadline
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Spiral Fighters 0's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#30212.5332.533
Enjoyment#32473.0673.067
Creativity#36353.3333.333
Audio#48972.5332.533
Artwork#50012.7332.733

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

How does your game fit the theme?
The player loops through the same four challenges with extra conditions added each loop

(Optional) Please credit all assets you've used
See description for full credits

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Comments

Submitted(+1)

I love how you incorporated the theme! It's nice that I don't have to go back to the start when I lose. I think this game has potential with updates, but what it is now is still pretty good! Great job!

- Kairosolo

Submitted

Bro why my PC says "virus detected" when i tried downloading your game. 

Developer (1 edit) (+1)

Games running from exe files, like those from Godot like mine, trigger the automatic warning system windows uses when they're not "signed". Since unsigned exe files can have malicious data on them. Jam games are most often not signed since it's quite the process you have to go through with microsoft. If you don’t want this windows warning on itch games you can download the itch app, which downloads and launches games like steam.

Submitted(+1)

Cool idea and fun art.

Submitted

This was an interesting idea, and a nice attempt. It's not really a good idea to have the player go back to a previous level when they lose. 

Developer

Thanks! For the going back mechanic; I did it that way because I wanted to showcase how this was an actual loop more clearly. Going to the first level after the fourth? Yeah it’s a loop, but it’s also not too uncommon in games. But going to the fourth after you lose the first? Now that’s a real loop, and something I’ve never really seen in games before. And it felt like the right amount of setback for loosing.

Submitted(+1)

Oho didn't expect a submission with platform fighter gameplay. Makes me happy as someone who competes in fighting games ^^
Movement felt quite nice, dashing was smooth and impactful, and fairly easy to get used to. The idea of having the same 4 challenges loop but get harder is good, but randomizing the added challenge every time makes for great replayability too, I enjoyed it.
Also really dig the hidden story and game mode, fun surprises like that are always cool.

Submitted

Appreciate the effort you put into art, main character has a cool design. I think it would play much better on controller, it would be nice having that or some controlls mapping.

Submitted

the game didn't work for me none of the controls where responsive and it loaded on my second screen with no way to change it back 

Submitted

to detail further my character moved just didn't attack or jump 

Developer

That's, rather strange? I can imagine Godot screwed up and picked your second monitor as your main monitor for whatever reason. I only have one so I wouldn't see that while testing (Sad reality of not having anyone to test my game :p). But if some of the controls work all of them should work, They're using the same godot input system in the same script. I don't see any reason as to why WASD would work but not K,L and M. Have you remapped those buttons to somewhere else on your keyboard?

Submitted

It's clearly inspired by Smash Bros for sure.

It's not as good as that game however and couple things feel still rough but it's a nice start nonetheless.

Submitted (1 edit)

Correct me if I'm wrong, but this game takes many inspirations from SSB. It's definitely a game form that works better with a controller, as the precise movements allowed by analog inputs would give both more control to the player, and more creative room to work with for the developer. 

From what I've heard and seen, platformer-fighters like SSB are very hard to design, so attempting something like that solo in a 4-day game jam definitely deserves respect. I can tell you have a good understanding of the systems in place for a game like that. Cool submission, glad I got the chance to try it!

Developer(+1)

The game actually does have controller support! …But only in the secret multiplayer mode. And it’s not really supporting controller since it just treats the analog like it’s standard directional inputs. I was considering adding it as an option, but decided not to as a big problem with using them for platform fighters is how they increase the game's skill-floor, it becomes much harder to perform optimally. Professional melee players use expensive gamecube controllers that have built in notches for the analog stick so they can consistently perform the longest and shortest wavedashes possible (As well as optimal Fox and Falco recovery angles). This can make the tech feel rather inconsistent for anyone without those notches, especially so for new players. This game is rather simple so I chose to only add one wavedash angle that’s always consistent, and if I were to develop it further I could add inputs that allow for min and max distance, making for three different wavedashes that you can always do consistently. That’s what the smash box does (basically a more elaborate keyboard made specifically for competitive melee). Personally, my preferred way to play platform fighters is with a controller, for the reason you said, it gives the player more exact control over how they move. But for a single player platform fighter that is made to be understandable to players who aren’t used to the genre I think keyboard controls make it way easier to get into. So I chose to leave it as is.

Submitted (1 edit)

Cool it's deeper than it seems.

Submitted(+1)

YOU CAN WAVEDASH IN THIS ONE !