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A jam submission

Project Neon Light ChildrenView game page

Fast Action VS Fighter
Submitted by FURIA DIVINA — 8 days, 13 hours before the deadline
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Project Neon Light Children's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation (Graphics and Audio)#34.6254.625
Character designs#54.5004.500
Features#112.8752.875
Game feel (controls, responsiveness)#153.3753.375
Fitting the theme(s)#193.2503.250
Fun factor#203.2503.250
Innovation#342.5002.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • This game's presentation is off the charts, the graphics, animations, and general UI polish the HIGHEST I can think of in the whole jam. The parry-only mechanic makes the game quite frustrating due to the very long knockdown animations. Once you get knocked down, you feel like you can't really do anything except parry on wake up and hope the opponent mistimes their meaty projectile. Overall, though, a game worth continuing, the atmosphere and visuals were really off the charts.
  • Absolutely ballin', no notes, this kicks ass.
  • Really nice music, sfx, and vfx. Interesting world setup and characters.
  • This was a very fast and frantic fighting game, though maybe like a roll for recovery or speeding up the knockdown because it seems like it's possible to time your air projectile to force the opponent to stay down and not block the shot with the shield quick enough.
  • I'm really really impressed by this game's visuals and the gimmick does give an all-or-nothing feel, but.. actually parrying doesn't really feel rewarding or impactful (especially compared to the amazing hit effects) despite it being difficult to do consistently. It would be nice if there was a way to flip the momentum over, because currently you can just press the advantage very comfortably. The CPU opponent is actually quite challenging which is refreshing to see.
  • this game was fun and the art and animation were really solid primary issues I had were that it took a bit to understand the control scheme and flow of combos r but generally speaking it was a good time, but the parry mechanic felt a bit underbaked

Team size
1

Engine used
2DFMK

Social media
https://instagram.com/arcade_pixels
https://x.com/gpiedra619

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Comments

(+1)

First and foremost, your art and animation style is KILLER. Like, genuinely, I don't think there's anyone in the indie fighting game space that has the hyper detailed "cool" factor that your work does, and all your attacks are so weighty and well animated. I was so wildly and instantly impressed by what you're doing that I went and tried your other work just so that my eyeballs would be happy. Which is why I'm a little torn on this! I don't like how the shield-parry mechanic doesn't actually give you any sort of reward for timing it correctly, it feels like the entire point of correctly baiting someone to attack should be to get your own reward. As is, because jab is + on hit and there's no real way to defend yourself, it really is just "get in and jab to win" with the current mechanics (which is also a shame because I think the other mechanics, like the fast dash, feel really good, and your other attacks are animated beautifully but kind of don't have a function.) I'm nobody but I hope you consider that I, a stranger, am immediately on my knees in awe at your visual art and I think that if your mechanics meet that same level of nuance you will become undefeatable in the game-making space.

Developer

hey, thanks for the inspired review hehe. i agree there's some lacking in the chainability area, might have to add a couple specials later on to complete the picture. glad you enjoyed the games so far

Submitted(+1)

Pretty nice looking game. Ignore the deleted comment, that was feedback for a different game in the jam.

Developer

nice, thanks for the support ;]