In 1999, M.U.G.E.N. would change forever the indie fighting game making scene. But who were the people behind it and Elecbyte? Why did they disappear into nothingness? Join us in a journey through the deep depths of the Wayback Machine, with a lot of trails gone cold, feral speculations and the words of some veteran M.U.G.E.N. content creators that were there when the story unfolded.
This article is part of my ongoing “Indie Fighting Game Thursday” review/retrospective series, now on supercombo.gg! This week we talk about the first open beta of Fight of Steel: Infinity Warrior, the newest game by Digital Crafter —a full-metal robotic gem with customizable movesets that could fill a very specific niche. Artificial Life I like—no wait—I LOVE robots. One of my favorite movies of all times is Pacific Rim (yes, I know it sounds cheesy, but whatever), I used to binge Robot Wars, and every single one of my released fighting games has at least one robot as a playable character. Robot-centric fighting games aren’t that rare (see Zero Divide and Rising Thunder only to cite a few), but modern ones are. For a while, I played an early beta of Metal Revolution, but the feeling was kind of “off”: The mechs were too human-like and not robotic enough for my […]
In April 2022, streamer and YouTuber Mike Levesque (also known as MrMKL) had the idea to host an indie fighting game developer roundtable, inspired by the periodic Japan Fighting Game Publisher roundtable. I was one of the four panelists of the event, together with Mattrified (Battle High, MerFight, Drag Her), MonochromaticHermit (Heatwave) and Love, from team Kaizen Creed, currently developing 5 Force Fighters.
In the month of April, streamer and YouTuber Mike Levesque (also known as MrMKL) had the idea to host an indie fighting game developer roundtable, inspired by the periodic Japan Fighting Game Publisher roundtable. His rationale was that, even if indie fighting games do not reach the same amount of players as—say—Street Fighter or Tekken, they have their own hardcore audience. Furthermore, indie developers are constantly trying to push the boundaries of the genre, in directions that are often precluded to more commercial titles. So, in his eyes, that was the perfect opportunity to have 3-4 developers meet together and get them to talk about the current status of this amalgam of subgenres.
For those who are familiar with the indie fighting game scene, ArcForged might be a household name. This small, independent development team has gained prominence thanks to their fan game Sonic Smackdown — a tribute to the Marvel Vs Capcom series that featured Sonic characters. ArcForged decided to test their new toy with a smaller project, all substance and straight to the point: The chaotical, fast paced, skull-twisting Head 2 Head!
Tiger Tournament is a tribute to the original Mortal Kombat games, with HD digitized actor sprites and a familiar gameplay. Its current bugs and issues do not detract to the exquisite nature of this one-man experiment.
Making a fighting game is not easy, for a variety of reasons that range from making them completely deterministic, to underestimating their complexity, to the amount of graphical assets needed, to the balancing and fine tuning required to produce something worth playing. So, it’s natural that we would all be grateful if there existed some engines that could ease the pain and allow for starting development with the smallest overhead possible.
On this side of the pond, in the late ’90s, M.U.G.E.N. made the rounds and became the go to tool for creative fighting game makers. In Japan, however, another engine stole its spot, a program published in 2001 by a company that is mostly known for creating RPG Maker: ladies and gentlemen, say welcome to 2D Fighter Maker 2002, published by Enterbrain!
HYPERFIGHT is an atypical fighting game. As every hit which connects with the opponent is an instant round win, you could call it “dive kick on steroids”, and you wouldn’t be too far from the truth. Except, you would be, but for all the wrong reasons. Join this deep dive into this bizarre pixel art fighter and learn how to survive among time stops, drunken Japanese employees and frogs in a lab coat!
As of March 2022, my own indie fighting game Schwarzerblitz has been downloaded and installed more than 30’000 times, between GameJolt, itch.io and Steam, and was even featured as a mystery game at Frosty Faustings XIV. However, the story starts way back in the past, precisely on 21 March 2017, when the first public build of this low-poly 3D fighting game was uploaded to GameJolt and itch.io. But how did exactly play, that March 2017 first public version? Was it really a good game?
Follow me on this trip down memory lane, while I dissect and comment on the good and the bad of the very first Schwarzerblitz Alpha build, as a part of the celebrations for the game’s fifth year of life!
Non-conventional fighting games are uncharted territory, but something very much worth exploring. After all, after having concluded that the car is a shoto in “Buck Up and Drive!” and that one can make an engaging turn-based fighting game, I have become open to analyze every game that has the spirit of a fighting game, if not the letter.
Thus, when I have randomly stumbled upon Input Chaos my curiosity was immediately piqued. Neon vibes? Check. Tron lines? Check. De-rezzed robotic enemies and physics-based movement? Check!
Get ready for a brutal twin stick, ragdoll physics based action!