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Swordmin's Dream (Demo 2)

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Author Comments

happy new... something?


SWORDMIN'Z DREAM is a minimalist two-to-four player fighting game, focused around quick matches and a volatile neutral space. matches can be won or lost on a single hit, but you can turn the tide quickly with a strong parry system.


SPECIFICS:

four player is now supported! and single player too. if you push START (or "\" on keyboard) on the controller assign screen any unfilled controller assign slots will be filled with AI players.


CONTROLS:


gamepad controls are as follows, in XBOX format:

  • X/Y/B are light, heavy and kick respectively
  • A is parry
  • LB is BIRD CANCEL, RB is super
  • Left Trigger is grab
  • D-Pad to move
  • START is start. no way!


keyboard controls are as follows:

  • J/I/L are light, heavy and kick respectively
  • K is parry
  • U is BIRD CANCEL, O is super
  • 7 is grab
  • WASD/arrow keys move
  • "\" is the start button (sorry!)


please report any weird bugs you find!! it'd help me out a whole lot.

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Very close to perfection!

I'm a fan of the samsho style of fighting game, but this one has a few flaws that hold it back from being as good as it can be.
For one, I personally believe the reversal parry shouldn't be allowed during parry-stun. The parrying opponent not being rewarded seems a little weird to me, and like a bug rather than an intentional game mechanic.
The hitstun caused by Bladesmin's followup super can be reversal parried as well, causing strange interactions like one stab connecting and the second getting parried and so on.
I like the ideas of combos (such as Blade/Swordsmin's heavy BC light) being true if the opponent's blocking, but able to be reversal parried, it adds some depth to the system by making these short combos a thing, but not one you can consistently rely on, and having some interactivity by asking the player getting hit if they wanna reversal parry when they see the Bird Cancel and run the risk of the attacker waiting for the parry and punishing accordingly, or waste a bar themselves to bird cancel out of hitstun and be safe from most other options. It'd also be nice to have Bird Cancel only available while you're inactionable, such as in the windup, active, recovery, hitstun, blockstun or parrystun frames, so as to guide newer players into the feature's true function.
I've also noticed that the actual recovery frames of an attack end deceivingly _before_ the animation, which is rather misleading. This could be an intentional design choice, but it can be confusing to newer players wondering why the opponent could block despite the fact that they were still recovering.
A few features I'd like to see in the finished product would be a netplay tool, if dedicated servers aren't an option then a feature to host would be nice, as well as being able to change bindings, and having AZERTY keyboard support.
Furthermore, I don't know how close the game is to being released, but if you guys want to add some music (assuming you haven't already), you can reach out to me through icicleweavile@gmail.com -- I don't even wanna be paid, I just love this game and wanna contribute to it any way I can.

This is all I can offer as hopefully constructive criticism, hoping this game'll become the best version of itself. Toods!

sleeeeeenky responds:

thank you very much for the feedback! it's not often i get stuff as well thought out as this. you have a lot of good points!!

as for reversal parries, rather than not allowing them outright i might look at making the parry window smaller, so you have to time it right. i like that sometimes you can have a back-and-forth parry battle, but it definitely should be a rarer and riskier occurrance. you're on to something with the bird cancels as well, it'd probably feel a lot cleaner without the ability to waste them. with regards to animation cancelling, it's very intentional. i'm working with weird legacy animation stuff so a lot of the time the end of the animation is there just to look clean, rather than actually have any gameplay ramifications. but there are some characters in the full game with moves that can't be cancelled into, so you do have to take it into consideration sometimes.

on the downlow, i hadn't designed the game with netplay in mind but i am (very quietly! since it might prove too difficult) looking into implementing the ol' rollback netcode, but it's still in the very early stages yet. i haven't announced it yet or anything, but it is something i've been working towards. and control rebindings are a supported feature!

once again thank you very much for playing the game and giving such considered feedback, and for offering to do music! i do have someone already doing the soundtrack but it does mean a lot that you'd offer that, i really do appreciate it.

noooooo i crashed the game in a car crash while my sister was talking about crash bandecoot while watching Crash by Paul Haggis while i told my mom that her that i need to crash at her place cuz of the crash in the movie buisness

seem fun but I don't have a controller and i wish there is keyboard support in the future

sleeeeeenky responds:

keyboard support for two players is definitely something i wanna add! the next update should have it if i can figure out how to implement it.

Credits & Info

Views
560
Faves:
5
Votes
56
Score
3.18 / 5.00

Uploaded
Dec 31, 2021
11:24 AM EST
Software
  • Unity
  • Audacity
  • Photoshop CS6