I made a fighting game for Android (bear with me...), called Healthy Weapon. The goal was to explore if a decent 2D fighter could be made for a touchscreen device, and I think it went pretty well for a first try. Thanks to the controls being simple, the game allows for 2 players versus on a single device, also one of the things I wanted to try with this. It might be the first handheld fighting game to offer versus without each player having a device? I'm not sure.
It would be super cool if you guys would put it to the test and break the game. I'm sure there's all kinds of nasty tactics I never though of. Making a shitty game tier list or recording some good matches... That sort of thing would make me really happy![:lovin: :lovin:]()
I'll take suggestions into account for eventual patches or sequels.
Now, the game isn't free (and please close the thread if this post counts as spam or something!) - I'd love to give out codes, but Google Play doesn't seem to support that yet, sorry. :(
But there is a demo at least, and if there's some interest maybe I could whip up a PC version with versus only or something, although that would kind of defeat the point of it being adapted for touch.
Demo
Full Game
(there's a trailer there too)
Anyway, onto the game mechanics. There is no traditional directional input - all movement is done with moves, airdashes and backward hops. This sort of works well but can make spacing hard and kind of kills footsies.
The visible controls are:
UP - Jump (airdash in air)
A - Move A (a.A in air)
B - Move B (a.B in air)
C - Move C (a.C in air)
There's also a backwards HOP that you do by pressing the empty space next to the controls. Hopping in the air is a small backdash.
This allows for quick instant air attacks if you drag your finger from HOP to a button, which is very important for mixups as you'll understand when I explain blocking:
BLOCKING is tekken style, in that you auto block by not doing anything. But you can only block ground attacks when you are on the ground, and air attacks when you are in the air. So mixup is switching between ground and air attacks.
Notes on blocking:
Projectiles can always be blocked and has no mixup potential as such
If you are already in a blocking state, you will always block any attack (or there would be unblockable setups)
Airdash has 6 frames or so at the start during which you cannot block
There is chip damage (to make up for no throws)
There are two unblockable moves in the game (B with Orka, B with Cybergrad)
If two attacks meet, there's a CLASH system. Each attack has a clash value. Both characters are stunned by clash, but the one with the highest clash value will recover much sooner. Some moves have a special clash value that makes them not stun at all to anything, and thus they become more like parry moves.
Some characters rely more on this than others, namely Orka and Devasom.
Projectiles can also clash with attacks.
Combo potential in the game is low, 3 moves at most I'd say, but who knows.
Other notes:
Mildagrad can combo a.A into B if a.A is done right after a normal jump - I have no idea why this doesn't work with a hop. But I like that it's a "harder" technique, you basically slide your finger (really fast) from UP to B and hold it there.
To unlock the hidden characters:
There are two bosses, one evil and one good. Who you face in Arcade depends on the character you play, and you will unlock the one you fought after beating them.
Then there's a sprite edit character to unlock by getting a few matches into survival and beating her.
There is also a hidden extra mode, with alternative versions of all characters and an extra gimmicky cameo character from an earlier game of mine. This mode is a lot faster and crazier, but it's mostly untested and likely totally unbalanced (you can see some footage at the very end of the trailer, and it's also in the last two screenshots).
Notes on the special mode:
A moves(including a.A) can be cancelled with B moves and jump (but not airdash). For example, an example combo is Tarrot doing A (launches), cancel to jump, a.A.
C has been replaced with T, a teleport. It has a recharge time, but is invincible and instant and can get you out of corner jams.
Instead of airdash, you float.
(PS. I'm sorry about the music lol... Still learning that part!)
It would be super cool if you guys would put it to the test and break the game. I'm sure there's all kinds of nasty tactics I never though of. Making a shitty game tier list or recording some good matches... That sort of thing would make me really happy

I'll take suggestions into account for eventual patches or sequels.
Now, the game isn't free (and please close the thread if this post counts as spam or something!) - I'd love to give out codes, but Google Play doesn't seem to support that yet, sorry. :(
But there is a demo at least, and if there's some interest maybe I could whip up a PC version with versus only or something, although that would kind of defeat the point of it being adapted for touch.
Demo
Full Game
(there's a trailer there too)
Anyway, onto the game mechanics. There is no traditional directional input - all movement is done with moves, airdashes and backward hops. This sort of works well but can make spacing hard and kind of kills footsies.
The visible controls are:
UP - Jump (airdash in air)
A - Move A (a.A in air)
B - Move B (a.B in air)
C - Move C (a.C in air)
There's also a backwards HOP that you do by pressing the empty space next to the controls. Hopping in the air is a small backdash.
This allows for quick instant air attacks if you drag your finger from HOP to a button, which is very important for mixups as you'll understand when I explain blocking:
BLOCKING is tekken style, in that you auto block by not doing anything. But you can only block ground attacks when you are on the ground, and air attacks when you are in the air. So mixup is switching between ground and air attacks.
Notes on blocking:
Projectiles can always be blocked and has no mixup potential as such
If you are already in a blocking state, you will always block any attack (or there would be unblockable setups)
Airdash has 6 frames or so at the start during which you cannot block
There is chip damage (to make up for no throws)
There are two unblockable moves in the game (B with Orka, B with Cybergrad)
If two attacks meet, there's a CLASH system. Each attack has a clash value. Both characters are stunned by clash, but the one with the highest clash value will recover much sooner. Some moves have a special clash value that makes them not stun at all to anything, and thus they become more like parry moves.
Some characters rely more on this than others, namely Orka and Devasom.
Projectiles can also clash with attacks.
Combo potential in the game is low, 3 moves at most I'd say, but who knows.
Other notes:
Mildagrad can combo a.A into B if a.A is done right after a normal jump - I have no idea why this doesn't work with a hop. But I like that it's a "harder" technique, you basically slide your finger (really fast) from UP to B and hold it there.
To unlock the hidden characters:
There are two bosses, one evil and one good. Who you face in Arcade depends on the character you play, and you will unlock the one you fought after beating them.
Then there's a sprite edit character to unlock by getting a few matches into survival and beating her.
There is also a hidden extra mode, with alternative versions of all characters and an extra gimmicky cameo character from an earlier game of mine. This mode is a lot faster and crazier, but it's mostly untested and likely totally unbalanced (you can see some footage at the very end of the trailer, and it's also in the last two screenshots).
Notes on the special mode:
A moves(including a.A) can be cancelled with B moves and jump (but not airdash). For example, an example combo is Tarrot doing A (launches), cancel to jump, a.A.
C has been replaced with T, a teleport. It has a recharge time, but is invincible and instant and can get you out of corner jams.
Instead of airdash, you float.
(PS. I'm sorry about the music lol... Still learning that part!)