Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Mecha Grappler: Wrestling ForeverView game page

Submitted by Maxmilion Flaugher, Jayden Smith — 1 minute, 41 seconds before the deadline
Add to collection

Play game

Mecha Grappler: Wrestling Forever's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#113.5003.500
Originality#203.5833.583
Overall#273.3333.333
Visuals#363.2503.250
Audio#481.4171.417

Ranked from 12 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 of 2

Did you use any third party assets?
NCL Monster Beast font by Enxyclo Studio

Did you choose from one (or more) optional secondary themes?
no

Does your game contain any 18+ content?
no

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

The animations cracked me up, lol, great work! They were incredibly smooth, and the controls felt really responsive throughout. I was also impressed by how well the enemy CPU played. You managed to make it feel like a challenging opponent and not a cheap AI. Overall, this was a lot of fun. Good job!

Developer

Yeah Max did a really good job with the animations better than I had imagined in my head honestly! I'm glad that the game felt responsive since i find responsiveness to be really important for a fighting game. The AI was done by max and for how simple it is I'm still surprised how well it works. Thanks for playing!

Submitted

Great game! I'm surprised how smooth character animations are. Also it's nice how camera emphesizes throws. I've managed to defeat the bot in a quite stressful fight only with the timer by a tiny margin. The punch-and-throw tactic helped a lot) Anyway, that was really fun!  Though it's unfortunate there's no sound, but I can clearly see where all the effort went )

Developer(+1)

Thanks for the feedback! Yeah, we really tried to scope low but a lot on the technical and art side had to be done that we prioritized visuals over audio. I did really want to get a track in the game. I'm still surprised how well the animations turned out from Max. Thanks for playing!

Submitted(+1)

Pretty impressive you got the computer-controlled mech working within the jam's timeframe. For me it had the right amount of difficulty, I got beaten up at first but managed to get the hand of things and win the fight despite the rough start. Good stuff.

Developer

Glad to hear the AI opponent was a reasonable challenge.

With how the systems of the game were made, the AI was fairly simple to implement. Actually, it is kind of a surprise the AI works so well because it is basically random.

Submitted(+2)

Cool and ambitious !  

2 constructive comments:

-it would help to have feedback when you successfuly hit( sound? flash? particle?)

-dash could make you unpunshable and ungrabable for a period of time? (signaled by sound and visual fx)?

Overall, inspiring ! 

Developer

I agree more Visuals and Sounds would go a long way.

We had planned to get those in, but the Main System Mechanics, Models, and Animation took longer than expected. And honestly I kind of forgot about getting Sounds in lol.

A defensive dash could be something to consider, but I think it may be too much/too strong. If this game is worked on more, it might be a question on balancing defensive options more than adding new ones.

Developer

To add on to this, being immune to strikes like Virtua Fighter was in my mind when making the dash states. However, the fast movement from the side dashing is already pretty evasive so I thought it might be too strong.

Submitted(+1)

The computer opponent was surpisingly good. I was able to eventually corner him and start spamming grabs. Out in the open though he was destroying me, doing grabs, throwing me against the ropes and following up with a piledriver. Well done on the enemy ai.

I could see this as being raelly fun if you add sound effects and work on the general weight and juiceness of the attacks. Without sound the combat feels really weightless and hollow, even with the well made mechanics.

There aren’t a lot of wrestling games out there so this could be something if you keep working on it

great job!

Developer

Glad to hear the AI opponent was a reasonable challenge.

I agree that the Impact of things could use more work.

Submitted(+1)

Didn't expect a robot WWE!
Pretty fun, I love the suplex move, seems very effective against the CPU.

But seems like there is no music / sfx? Unless something is buggy on my side.

Developer

Yeah the Music and SFX were planned, but Systems, Animation, and Modeling took longer than expected.

Developer (1 edit)

Day one patch after showing the game to some people

Time of changes: 07/02/2026 at 9:33 PM EST

- Fixed a bug where the up and down boosts would be reversed after side switching
- Fixed a bug where forward throw would not switch sides
- Fixed a bug where players would stay outside of the map after being thrown
- Fixed a bug where the AI would not transfer between it's states properly
- Fixed a bug where the game over screen could be delayed
- Fixed a bug where a player would be invulnerable forever

- Menu to choose between 1 and 2 players actually shows up and works now
- Back Attack -> Back Attack is no longer an infinite

- Player 2 now has a darker color for visual clarity
- Updated AI to be less erratic
- Wakeup Attack and Throw now aim towards the opponent when initiated