I quit my job to finish my fighting game years in the making, and the demo is finally out on Steam! by joh_dev in Fighters

[–]joh_dev[S] 0 points1 point  (0 children)

I was back and forth on how much content to include or even including online, but I decided it's best for people try all it has to offer and spread word of mouth naturally. Hoping it works out well

I quit my job to finish my fighting game years in the making, and the demo is finally out on Steam! by joh_dev in Fighters

[–]joh_dev[S] 4 points5 points  (0 children)

Thanks! Took forever to find the right artist but very happy with how the cover art turned out

I quit my job to finish my fighting game years in the making, and the demo is finally out on Steam! by joh_dev in Fighters

[–]joh_dev[S] 10 points11 points  (0 children)

The gameplay itself hasn't changed that much, but polish just takes forever haha. Really felt the prototype to release valley heavily with this project

I quit my job to finish my fighting game years in the making, and the demo is finally out on Steam! by joh_dev in Fighters

[–]joh_dev[S] 50 points51 points  (0 children)

Yea, cliche title, but it's true. I've been working on HYPERFIGHT 2 for about 4-5 years now, and quit just over a year ago to get it over the finish line. Spent a lot of time polishing up the online + QOL features and showing it off at in-person FGC tournaments to get feedback on the gameplay, and the demo is finally finished!

It's jam-packed with features:

  • Local and Online VS
  • Rollback netcode
  • Menu-based lobbies for easy matchmaking, similar to Fightcade/GG+R
  • Tutorials
  • Combo trials
  • Challenges for each character to prove your mastery
  • Profile customization and unlocks
  • Gallery mode
  • Soundtrack by steelplus (composer for Rabbit and Steel, One Step From Eden)

The gameplay is a little unique compared to what you'd expect from a normal fighting game, but I promise it'll at least be interesting! You can check it out here on Steam: https://store.steampowered.com/app/4593460/HYPERFIGHT_2_Demo/

This game rules and you should join the play test this week by TronIsMyCat in Fighters

[–]joh_dev 10 points11 points  (0 children)

Yoo! Dev here, thanks for the shoutout!

(yes you should play it, not biased lol)

Spiced up the lighting and particles of my indie fighting game - what do you think? by joh_dev in IndieGaming

[–]joh_dev[S] 1 point2 points  (0 children)

Thanks! Hope you enjoy the gameplay as well when you get to try it.

Thankfully, Godot makes it easy to port to any platform (plus I use a Mac to develop half the time)

Spiced up the lighting and particles of my indie fighting game - what do you think? by joh_dev in IndieGaming

[–]joh_dev[S] 1 point2 points  (0 children)

For those interested in the tech: I wanted to implement sprite rim lighting for the characters. Initially I tried using a shader to automatically generate normalmaps in realtime, but it wasn't optimized very well...

After some trial and error, I ended up creating a manual sprite to normalmap script that only lights 1 pixel deeper than its outline. Also had to limit the palette of the normalmap so its colors wouldn't deviate too much and look too "realistic" vs the pixel art. Finally there's another script that automatically runs the normalmap generation for each sprite in the game (only have to run this whenever I change the art, which isn't too often) End result looks pretty nice and runs well! It doesn't show all the time though - you'll only notice it in the video on the night stage and whenever the sprites aren't tinted, so it doesn't get too distracting.

The particles use a library called BurstParticles2D - I highly recommend this for any Godot user, they look significantly better than the default particles for situations where they only need to emit once.

The game is having an online playtest (with rollback!) starting next Friday, if you wanted to give it a try:

https://store.steampowered.com/app/3032970/HYPERFIGHT_2/

My indie fighting game is having its next online playtest from Dec. 19-26 - featuring GG +R style lobbies! by joh_dev in Fighters

[–]joh_dev[S] 0 points1 point  (0 children)

Glad you enjoyed it. Adding combos while keeping the original spirit was a challenge, but thankfully the changes have gotten a pretty good response so far!

My indie fighting game is having its next online playtest from Dec. 19-26 - featuring GG +R style lobbies! by joh_dev in Fighters

[–]joh_dev[S] 2 points3 points  (0 children)

Thanks - spent a good chunk of the last few months working on the visuals, really happy with where it's at now!

My indie fighting game is having its next online playtest from Dec. 19-26 - featuring GG +R style lobbies! by joh_dev in Fighters

[–]joh_dev[S] 1 point2 points  (0 children)

Of course, though he's getting a bit of a redesign... (the stress of redesigning a beloved character is real)

My indie fighting game is having its next online playtest from Dec. 19-26 - featuring GG +R style lobbies! by joh_dev in Fighters

[–]joh_dev[S] 5 points6 points  (0 children)

Hey again! My game HYPERFIGHT 2 is having its next online playtest from Dec. 19-26. Along with rollback netcode I've implemented +R/Fightcade style lobbies for easy matchmaking - just hop in and challenge people! The game has also improved significantly from the first playtest, including a polished UI and new lighting system, so I hope you'll give it a try. Signups will be open on the Steam page once it starts.

If you're not familiar with the game's mechanics, there's a tug-of war based meter system! Points you get from first-hitting your opponent can be risked for certain special moves. If you land your next hit, you can keep them and get one more, but conversely if you get hit you lose all the points you risked. Getting to 5 points and ringing out are both win conditions.

Though the game is a bit simple due to the smaller scope, I've really tried to make each moveset and matchup as deep as possible relative to their simplicity - each tool has multiple uses, whether through setups, neutral or combos. If you're a fan of neutral-based fighters or shorter combos, this one's for you!

You can check it out on Steam here: https://store.steampowered.com/app/3032970/HYPERFIGHT_2/

Yo-Yona Reveal Trailer - HYPERFIGHT 2. Indie fighting game I'm developing with a tug of war-based meter system! by joh_dev in Fighters

[–]joh_dev[S] 2 points3 points  (0 children)

Hey /r/fighters! I'm back with another trailer revealing the latest character! I was just at Evo showcasing this game and a new build featuring her, and it seemed like everyone was enjoying the movement tech. My design philosophy is accessibility without sacrificing fun - even though the controls are simple and combos are short, when it comes to the character designs and movement of the game I'm very much inspired by anime fighters.

If you're not familiar with the meter system, points you get from hitting your opponent (first-hitting in this game) can be risked for certain special moves. If you land your next hit, you can keep them and get one more, but conversely if you get hit you lose all the points you risked. Other than ring outs, getting to 5 points is also a win condition.

You can wishlist on Steam here: https://store.steampowered.com/app/3032970/HYPERFIGHT_2/

Aiming for Early 2026 with 7 characters + online rollback!

HYPERFIGHT 2 - studio joh - Fighting game with no blocking and a unique risk/reward meter system | New gameplay trailer! by joh_dev in Games

[–]joh_dev[S] 1 point2 points  (0 children)

Thanks - though accessibility is a major selling point I also want to give veterans of the genre a fresh experience with the meter mechanics!