Super cool! I'm impressed with the vocabulary of moves and interactions you got working together with two distinct characters. Great entry.
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Cultframe's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #11 | 3.632 | 3.632 |
| Fun Factor | #15 | 3.368 | 3.368 |
| Audio | #15 | 3.421 | 3.421 |
| Visuals | #19 | 3.684 | 3.684 |
| Originality | #25 | 3.474 | 3.474 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was your game made solo or in a team?
Team
Did you use any third party assets?
Yes - Pixabay for some sound effects; the music is created entirely by us.
Did you choose from one (or more) optional secondary themes?
No
Does your game contain any 18+ content?
No
Comments
Really cool vibe! I love the title, pixel art is great, character design and music are very good too. For one match I accidentally won easily, for another I couldn't do anything against them, but probably skill issue. Good job!
I'm glad you drew some inspiration from SSB, which I love. I see other comments talking about dash attacks and stuff -- maybe it's that I didn't use a controller or just fought AI the whole time, but in terms of attack variety I was only able to get J and K to fire off and wasn't able to modify them with movements. I assume this was just up to me not knowing the right way to play. Also, my only successful strategy was to a) not get hit lest I get perma hitstunned (seemed to happen a lot if I tried to block), and then b) walk at the enemy and press J repeatedly, and that seemed to be the ticket to victory for me lol. I appreciated the SSB jump mechanics - if you had more time to add aerials, I would probably have played for quite a lot longer!
I thought your short lore blurb on the game page was engaging on its own. It doesn't really tie in with the gameplay, but, you know.... maybe it doesn't have to. And it's a jam. But it was cool for its own sake!
It's cool to see another fighting game. I play a decent amount of fighting games, so here are some thoughts:
- Button mashing works a little too well. Something about the speed of moves and hitstun done to the opponent. That is more a balancing issue than actionable critique.
- Block button and Side Switch Dashes is honestly really cool and unique, but I wish I was able to manually change my blocking direction.
- Once I stop blocking I am unable to attack or block again for a decent amount of time which feels unnatural. In general, sometimes I would be unable to attack or do things after attacking a lot. But like the overheat gauge never filled up much.
Otherwise, the visuals were very nice. The gameplay fell a little flat for me, but I think the unique parts of this game can make a very fun experience.
I am not a fighting game player usually but I thought this was very well done!
The pixel art was great, animations nice adn snappy, controls felt good, and the sound effects and music were fitting.
I do agree with the comment it's hard to see yami against the background sometimes though.
I didn't have anyone to play this with so played against the AI, but I enjoyed playing as the two characters nonetheless.
Great work!
Awesome work on the moveset, each character felt unique to control. The feel and fluidity felt amazing.The lore is interesting and a nice addition. The sound tracks were great. Excellent work on this everyone.
Cool Vs fighting mech game !
I really like the designs of the 2 playable mechs this is top tier pixel art, and i liked the atmosphere of the pre rendered background. Music’s pretty cool too.
Gameplay wise this controls well even on keyboard (and that’s coming from a total fighting game noob :p)
The only nitpick i have is that the wait time once you’ve won the match is a bit high, a button to go back to menu would be nice here.
Other than that, it was really fun, well done to you all :)
The character sprites and animations looked cool but it was hard to see Yami because of how dark the background is.
I didn’t have anyone to play against so I had to fight the ai which kicked my ass until I found you can just spam the attack button to stun lock them. The game definitely could use some balancing because it felt like the heat gauge didn’t matter at all and the light attack was way too powerful making the heavy attack unnecessary.
Also I think the description is wrong. The controls say that you guard with ‘U’ on the keyboard but it’s actually supposed to be ‘L’. It also says you can do a maximum attack with ‘I’ but it didn’t work with either character. Was this a mistake in description or bug in the game? I kinda wanted to see the maximum attack
Nice game! I love the style of mashing keys to win.
Music was cool, art was cool, I wish there was more to the game though. Maybe a boss or different characters. Also, the AI could do for some more skill, the AI when the lighter character was very weak, and the AI when the darker character was slightly better, but still couldn't handle my mash ability.
Luckily I figured out that IJKL would work for attacks, but sadly no info on this in the description, and there are probably more buttons for attacking.
Other than that I think this game has a lot of potential, and the polish is already decently there. Nice work.
Very nice. I know from experience it's really hard to make a fighting game! You did a really nice job with the sprites, animation timings, particle effects, sfx etc. The AI opponent also seems quite well programmed! The whole thing is small in scope w/ just the two characters but very well executed, great work.
I am not a huge fighting game fan but this was pretty fun! I especially like the music that you added. The environment is another thing that seemed really polished out. Fighting was difficult, but not too difficult, making a good balance of challenge and fun. Nice work on this!


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