GU Fighters Open Playtest
Default menu controls are WASD to move, Z to select, and X to exit/cancel. You can remap these controls in the option menu.
GU Fighters is a roguelike platform fighter where you unlock and upgrade new abilities after every round of combat. Play with up to 4 players locally or online to create your own unique build and be the first to win, or go solo/co-op to traverse varying environments and defeat hordes of enemies.
The playtest has the following modes available:
- Play locally with 1-2 players in intense, explosive rounds where anyone can win! Make risky moves to earn experience and gain new abilities, then play around your opponents' abilities to win the match.
- A 1-2 player local roguelike co-op mode where you face off against hordes of enemies in various environments. Watch out for dangerous elite and boss fighters that may have their own abilities!
The playtest is still a work in progress and will regularly be updated! Online gameplay will be in future playtests/on release!
Please wishlist the game on Steam if you enjoyed it!
You can also leave feedback here!
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | instantdevx |
Genre | Fighting, Action, Platformer |
Made with | Godot |
Tags | 2D, Anime, Beat 'em up, Fantasy, Indie, Pixel Art, PvP, Roguelike |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller, Gamepad (any), Playstation controller |
Multiplayer | Local multiplayer |
Player count | 1 - 2 |
Links | Steam, Steam |
Download
Download
GU_Fighters_PC.zip 59 MB
Development log
- Update v0.0.549 days ago
- Update v0.0.468 days ago
- Update v0.0.3Dec 17, 2024
- Update v0.0.2Dec 15, 2024
- Update v0.0.1Dec 09, 2024
Comments
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Hey InstantDevX,
Thanks for being apart of the stream! Check it out:
I've gone back and played some rounds on my own as I am terrible at multi-tasking and wanted to get a more full experience of your game. I played the short campaign 4 times and beat it on my last go, it was a blast! I found myself favouring heavy attacks and I think what might help encourage more use of the basic light attack is if it were maybe a 1-2 combo. I would especially love more health all around to give the combat more opportunity to shine as again I felt I only get a couple heavy attacks in and the round is over. A thought I had was maybe if separate from card upgrades was a level system. Every x amount of exp you level up allowing you to put a stat point in health, meter or speed? Could be different I dunno. But allowing me to build my character around a certain stat early on rather than hoping the card shows up for it might be interesting? Just a thought. Overall the game is awesome and I'm very keen to see it progress to the full release! Drop kick is still OP!!
Appreciate that you played it again! I'm starting to see the number of dropkick enjoyers grow.
The idea to add builds for crucial things like health/meter for RNG is definitely something that I think will help, really appreciate that suggestion, and am working on something that will hopefully help with the issue. Thanks so much for streaming the game!
This is a very good game. But I have hope u can add a console changing system and a low resolution mode - with no praticle, no backround and lots more. That all :D
Thank you for playing! What do you mean by console changing system?
so when i use a controller, i can still play the game, but firstly, i dont know which the button is, which is attack, which is skill. Secondly, i cant change it to the button which i usually use, and thats make harder for me and other controller players to make combo - the most important thing when you play this type of game. So, yeah, thats all i want to do about the console changing system. Hope u can make it :3.
P/S: My friends, my brother have played it, and they said that this is a masterpiece :D
Good game, I love playing with my bro, the only problem is that i cant press "i" that crashes the game >:(
Hey, thanks for playing the game!
I can't recreate this at all, when does it happen? In the main menu, shop, or did you assign a skill to "i"? If so, which skill?
And are you playing on the browser, or did you download the game?
Thank you!
I'm playing at browser, the bug happens if I press "i" during the whole game doesn't matter if i'm configuring controls, during a fight or buying skills.
REALLY enjoy the movement. I did notice that the tutorial says nothing about double-tapping to dash, but I assumed it was there given the game's inspirations. I have to echo the complaint about the AI (a lot of late game fights ended with them just walking off lol) and about instakills ending your runs early. Maybe the campaign needs a stock setting? I also feel like the parries are lacking - I didn't see a single one from neither me nor the CPUs pay off in an hour of playtime. All that said, the feedback for big hits is nailed DOWN. Watching a round end in seconds bc of a jumpkick sending my opponent flying off team-rocket-style is super satisfying. Can't wait to see where this goes! Wishlisting for sure!
Thank you so much for the feedback!!
okay so i have a LOT of things to say about this game but i'm just gonna summarize it to this:
tldr; a lot of mechanics feel like they're out of a 2d traditional fighter instead of a platform fighter, which...is not what is advertised, and some issue about cards
1. movement feel bad :(
the movement just is kinda...too committal. prejump's kinda long, dashdancing doesn't really exist (would be a pain for meter building so understandable), and...honestly, yeah, that's it, but i think there should be at least more freedom in the game's movement
2. game end too fast
3 health at the start of the game is too little. i'd prefer at least 5, considering how fast you can die in this game! and dear god, the hitstun on the heavies just kinda make a SINGLE offstage hit, without a double jump card, essentially an instant kill! and i know this is a round-based game and all, but i would at least like to have more time playing the actual game...
3. miscellaneous card and exp stuff
the card system kinda feels bad when you want X and X but can't get it because you also want Y later, but Y will disappear without a trace if you pick both because you have to spend exp. i feel like the ability to bookmark cards would be nice and a nice twist to things!
4. hitstun
WAYYYY too high. like, smash 64 times 3 levels of hitstun on the majority of the heavies on the game make recovery quite literally impossible in most cases without cards! on lights they're fine, but there isn't much incentive to use lights compared to heavies when they're just this much more powerful in the sense of everything! damage, exp, range, all they're missing is speed, which probably doesn't matter with the right situation and conditioning!
5. AI
it'll get better with time, but the ai isn't much fun to fight, it just kinda goes about and coincidentally hits you with a heavy to win in a rougelike mode which feels like a highway robbery and occasionally stalls to its death on the tree stage...
6. Training mode, please
I know I'm a fighting game player. but like, how could i not? i want to find more broken things about this game and then tell them to you so you can deal with them and thus making the game better! i don't want to grind things out so that i can just figure out how X is broken after coming something that looks atrocious on the final round on a actual game.
i like the game, though! a novel idea in development! it just needs more platform fightery stuff and support on defensive parties. if i were developing, giving double jump at the start of the game would be a thing i would do for a smidge of potential recovery. you might also want to make airdodges like ultimate airdodges so you can airdodge onto the stage walls and wall jump up back to onstage? the health thing is kinda concerning in a platform fighter ass platform fighter such as this one, and i would definitely design it as a "the fight's too long, ggs" measure instead of a health bar shrug emoji
game fun!
Thank you so much for your comment! you've touched on a lot of things I've noticed and am working on and some I hadn't at all noticed, this is very very helpful to me!
I planned on adding more movement options with cards but I will definitely add more defense options that don't require cards or meter, especially directional airdodges. Also nice that you brought up card bookmarking which is also planned.
A lot is being worked on but will release an update soon to address most of this, so I do hope you keep playing. Training mode is definitely planned but will take a bit to implement sadly.
just figured out yet another thing: a lot of heavies have stun states that are similar to "stay in stun until landing"
which, in a platform fighter is NUTS, you've probably seen several hero snooze kill clips that practically explain why it's so powerful in a game like this!
edit: misinformation lol, still the stun might need to be ticked down
Yeah in the current state even if you can move again as you're falling if you don't have double jump there isn't much you can do to actually recover, move speed in air is very slow. directional airdodge should alleviate this along with other changes. thank you again! Any more feedback would really be appreciated.
something about dying too fast! especially in campaign, it feels very wrong for sometimes to just die off of a single hit because your enemy had something like boot or higher damage on every move they have. blast zone kills as well are very dangerous and can be easily achieved by just pairing multiple knockback cards on a single move; and especially happens a lot on the snow stage with your usual heavy attack killing not from the sides, but FROM THE CEILING BLAST ZONE, which implies that ANY HIT THAT MOVE CAUSES WILL INSTANTLY KILL ON THAT STAGE WITH THAT LEVEL OF KNOCKBACK!!!
terrifying...
i definitely would double starting health and probably destroy the concept of vertical blast zones
also, wall stalling! it's difficult to handle and it's really easy to get away with it! the ai is a great example of this on the jungle stage. they either kill themself, leaving you deprived of exp, or make you take the risk of dunking them, which, while hype, will usually end up making YOU die most of the time. i think 10 wall jumps per off the ground should be good ala brawlhala (does not play brawlhala).
cancel cards should be user-programmable! example, your usual standing heavy into whatever you like instead of a another forced option, because sometimes you get situations where you get stuff like boot into fireball, which is good on paper, but if the opponent has only 3 hp, is irrelevant. it would essentially let you prevent cancels that are devoid of use!
also please meterless cancel to cancel if they're going in strength order (if going backwards, then cost meter) and also please free generic light-heavy cancels but also this would make you need to add damage scaling which like is shrug emoji
also just thought of this, i feel like air light should act more like a usual smash sex kick, with a hitbox all around the lower body instead of being a straight attack. it would probably fill the niche of a falling, quick air move that you are currently devoid of since you don't have air customs but either they come sooner or later this happens!hey uh none of the special ability's work even if i remap my keys
Hi thank you for playing!!
did you have enough meter? You have to build up a bit of meter before you can use a skill. The meter bar is visible right below the health bar, but I'll also add an update soon that says exactly how much meter is there.