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A jam submission

Club BrawlView game page

Submitted by Khyi — 1 day, 4 hours before the deadline
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Club Brawl's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#14.6674.667
Fun factor#64.0004.000
Game feel (controls, responsiveness)#103.5563.556
Presentation (Graphics and Audio)#163.5563.556
Fitting the theme(s)#203.2223.222
Features#262.3332.333
Character designs#492.4442.444

Ranked from 9 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.

  • I LAUGHED LIKE AN IDIOT AT THE WHILHELM SCREAM! A couple of points deducted because the game has only one character, gameplay wise, but the idea is incredibly cool! The idea and execution was great! Maybe not really all or nothing-coded, but definitely a fun game that made me really think that almost-turn based fighters can be quite cool when done like this!
  • There's a semi turn based aspect to this which is sort of interesting, but it ultimately seems to come down to guessing between a couple basic options. The super does help give you some additional options when you have it. The visuals feel a bit unfinished/generic and it doesn't seem like there was a win condition in the build I played. Maybe there's something here if you flesh it out some more.
  • This was such a lovely surprise. Dig the audio visuals plus the audio/rhythm aspect is used in such a unique and cool way. It really nails the connection between rhythm and fighting games
  • Took a second to get a hang of this one but I really enjoyed it
  • Interesting take on the theme, and the rhythm aspect was fun. I do think clearer indicator of what the goal was, like how far the opponent is from losing would have helped, but overall a nice job.
  • Fresh and fun idea that I sank more time into than I initially expected. There are a lot of places you can take this and flesh it out into a full-fledged game if you want to, in my opinion! The Wilhelm scream caught me off guard and got a laugh out of me, too.

Team size
2

Engine used
Unity

Social media
https://khyi.itch.io/
https://soundcloud.com/r4ry_donovan/albums

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Comments

Jam Host (1 edit) (+2)

Now that the jam voting period is basically over, let me tell you that I really loved this game. The gameplay flow was great and I had a lot of fun with this. Excited to see what the other judges thought of it!
My comment as a judge will appear later together with that of the others ;)

Developer(+1)

Thank you! It's always motivating to hear from people who enjoy what I make, and this was a pretty fun project, using a lot of stuff I had learned from earlier jam games

(+1)

I had a lot of fun with this and I ADORE the music in it and how well everything syncs up. It's a great time but I have trouble envisioning how it scales up to a full Vs. game (but I'd play the shit out of a single player campaign of it, something about this tells me you have the sense of humor and art to make something really engaging)

Developer(+1)

Thank you! Always love to hear from people who enjoy my games.
The music is by Rory Donovan: https://soundcloud.com/r4ry_donovan/albums
He helped me with a bunch of previous projects as well. This time I basically told him to make something inspired by the nightclub fight scenes in John Wick, Blade, The Matrix etc., maybe with a bit of Perturbator, and he really nailed the vibe, even on kinda short notice. I had also made a beat counter system for one of my previous projects and was able to reuse a small snippet of code here.

Another inspiration was an old Flash game called Death Vegas, it has a few similar elements but without the rhythm aspect.

For a bigger, more polished game I would probably include more than 5 moves per character, different characters with unique moves and expand on the resource management/special attributes of their specials. The special or "X" meter ended up being crucial to making VS interesting, since you can cancel any move into special, and follow up with anything after it, without any recovery. Combined with the fact that simultaneous attacks always clash you can use it both offensively for combos and defensively to clash with an attack that would otherwise punish you after a whiff.