Normally in hate it when fighting games are over simplified but this is great i love it i see a future in this project also it's kinda hard to find a good fighting game on the android so i am glad i found this.
DracoFighter DEMO Edition
WELCOME TO DRACOFIGHTER
The 2-Button Dragon Fighter! Play as a dragon and fight others with the incredibly simple control scheme! Experience the complexity of fighting games without the complex inputs!
CURRENT VERSION IS FREE DEMO, FULL GAME IS STILL WIP
P1 - (A) (S) (D) (F)
P2 - (Left Arrow) (Right Arrow) (< Symbol) (> Symbol)
Buttons translate to LEFT, RIGHT, A, and B respectively.
A + B = C
Also available on Google Play: https://play.google.com/store/apps/details?id=org.godotengine.dracofighter
Click download now to get access to the following files:
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Thank you very much! I definitely tried to make it simple without taking away too much, and hope I can meet your expectations.
I love the art style and I might use this game to introduce fighting games to my kids. I don't understand why attack+special is grab if there is already a grab button. Also if I could reprogram the buttons that would be helpful because in the keyboard it feels really tight ( I played with my friend they used the controller I used the keyboard. Additionally, if you auto block while standing still is op because you have to get close to grab and while moving forward you get super vulnerable but that might be because I'm bad so take that with a grain of salt. The AI needs some work but is overall pretty good. Otherwise, it is really fun, and love the combos you can do.
I found the controls it is just very hidden
Thank you for the feedback!
The one button grab was a bit of an awkward decision; the original version of the game was meant to just have Left/Right/A/B (and it still is on mobile 2 player!), and almost every button combination was meant to be used for a full moveset (the exceptions being Left+Right, which is the same as pressing neither), along with the fact that it would fit 2 players more easily on one device/keyboard. However, I added a third button during testing that was the same as just pressing C, and while there is a buffer to make grabs easier I decided it wouldn't hurt to put it in. Smash Bros has a similar thing where grab can be done with one button or shield + attack.
Button mapping is a must for the final version, but some QoL features were never finished so I could get the demo done before I got busy. Definitely adding it later, though.
Auto-blocking was a bit of a tough decision, but what made me decide it was necessary was projectiles. In games like Street Fighter, you can crouch block to block an incoming projectile without moving, but in DracoFighter, only being able to block with back means either 1) walk speed / projectile speed would have to be adjusted so that the projectile will actually catch up to your backwards walking which is awkward, or 2) you'll be automatically frozen in place, which will prevent you from moving backwards at all. Neither sounded very appealing, though I would say standing still to block still makes it easier to get grabbed than walking backwards to block. And of course, I didn't want to add another button for blocking since making the game local multiplayer on one mobile device was one of the top priorities for simplicity.
(Also the AI is literally just random inputs lol, hopefully I can figure out a proper AI sometime)
Pretty good, just want air combos.
Edit 1: Some Tekken style combos as well. (OTG, Wall bounces, ETC)
i've considered more complicated combo routes, but i find it clashing with the game's main philosophy of simplicity / not having to memorize a lot of game mechanics, along with being generally frustrating for people who don't play fighting games much
there'll also be less of an emphasis on anything aerial for more emphasis on footsies, this'll be more like streetfighter than most other fgs