DashFight by antonsem
Fast paced dash based small spaced brawler.
You will die. There are no two ways about it. You can surrender and die right away. Or you can take a few invaders with you potentially saving lives, give hope to others, and delaying your inevitable end in the process. The choice is yours.

https://youtu.be/XS_wgtwzvmY
Feedback and considerations for future versions
- The difficulty curve definitely needs adjusting. My high score is 4 at the moment.
- There should be a way to get out of an enemy pile. I do have a few ideas for that.
- There will be a local PvP and coop modes.
- I'm working on a bigger-better version, so stay tuned!
Keep the feedback coming! I do have ideas about the full version, but I'm still in the design phase. Every bit of feedback and every suggestion is very much appreciated!
Quick Explanations
- Move with arrows
- Enemy will be stunned when hit
- Stunned enemies build up rage, when you see the full exclamation mark run! They will hit back
- Same goes for the player (rage is building up when stunned, can hit an enemy when the exclamation mark appears)
- Don't mash the arrow keys when stunned, it will reset the rage counter!
V1.1 Changelog
- Enemy health is not scaling up with progress
- Player's rage fills up in 2-5 hits (used to be more random)
- When player executes a rage hit enemies move away and get stunned
- When player executes a rage hit time slows down
- Added SFX to signal filling up of the rage meter
- Added SFX for missing the rage hit
- Added SFX for slow motion
- Added pixel perfect camera so the characters don't appear in the air when zoomed in
| Link | https://github.com/antonsem/ld50 |
| Link | https://antonsem.itch.io/dashfight |
| Link | https://antonsem.itch.io/dashfight |
| Original URL | https://ldjam.com/events/ludum-dare/50/dashfight |
Ratings
| Overall | 163th | 3.698⭐ | 45🧑⚖️ |
| Fun | 118th | 3.767⭐ | 45🧑⚖️ |
| Innovation | 163th | 3.651⭐ | 45🧑⚖️ |
| Theme | 429th | 3.372⭐ | 45🧑⚖️ |
| Graphics | 251th | 3.581⭐ | 45🧑⚖️ |
| Audio | 316th | 3.155⭐ | 44🧑⚖️ |
| Humor | 286th | 2.821⭐ | 41🧑⚖️ |
| Mood | 247th | 3.369⭐ | 44🧑⚖️ |
| Given | 36🗳️ | 52🗨️ |
@david-york Stay tuned ;)
@aarimous I have lots of plans for it. Mobile port is among them :D I just hope I'll get to before the post game jam euphoria wears out :D
@stasm yeah, I'll have to work on AI and the difficulty curve :) I'm glad you liked it :)
Loved both the visual and sound effects. Made it very pleasant to punch and kick people.
Maybe some music could enhance the experience?
Anyway, a great entry. Thank you for the game!
EDIT: Ah, and I also loved the wise quotes after the death
@ocwal I'm glad you liked it!
And yes the difficulty curve didn't get as much attention as it should, unfortuntaly :(
Can't go further the 3 killed, when there is too much enemies, I start to think about stacking them from the most damaged (grey) to less, and keep all enemies from one side of me. Can't handle rage machanics, and prefer to jump everytime. So much acion and arcade feelings.
This is the great one, thanks for the game and have great LDjam! :thumbsup:
I often wanted to see enemy HPs to prioritize them, it doesn't have to be HP ofc, just an indicator that one has less health than others. Maybe there is one, I didn't realize.
I dig the super simple controls, almost one button game. <3 You can just install it on a toaster and play it there lol. Despite the simple controls; it felt unique, so innovation points from me.
PS: Saw the game on ÜNOG <3
The health is indicated by enemies' fading colors. But I guess it's not super obvious and also not color-blind friendly. So that's another point to work on.
I'm very happy you liked it :)
For a compo entry both the visuals and audio are top notch, I have literally nothing to complain about. Really liked the blood particles and the slow-motion effect as well!
The controls are tight, the mechanics overall are not overly complicated, and that is a great thing.
It takes literally 0 time to understand, but I feel like there is a very high skill roof. I would love to see you continuing development (maybe release a mobile version?). If you do, please let me know, I would love to play that :smile:
The difficulty curve definitely needs adjusting. But I do plan to work on it further. Stay tuned! :wink:
Here's my broken strategy that got me a high score of... Well, a grand total of 5. If I align myself with a right or left corner and wait for an enemy to strike me first, with a full health bar I will usually be able to mash out and get a kill to regain health, especially if they're covered by their teammates. The problem is returning to a corner before it's been taken by an enemy.
The enemies always try to surround me like they want to steal my lunch, and they succeed...
Great job overall !
I think if you adjusted the difficulty ramp-up so that it doesn't get so difficult so quickly, it would be even more fun to play.

@0x746564 I didn't believe it when you said it in the stream :D I'll adjust the difficulty and post an updated version as soon as I figure how to not override the current compo version :D
1. Ramp up the difficulty slower (more enemies, but don't increase their health)
2. Have a more predictable "rage" accumulation. I respect it needs to remain semi random, but at times I waited for 75% of my health before I got my free move.
3. Use different sprites / colours to represent enemies that have more health
4. More visual / audio feedback to help players "feel" the stun mechanic during the chaos of a fight.
5. Sometimes being surrounded (left right top) felt a bit too harsh. Maybe a aoe knockback you could use every 20 seconds or something could be nice.
I did address most of the feedback in the 1.1 version which is only available for the windows atm. I will get the webgl build after the judging period ends.
1. Did exactly that
2. Replaced the RNG part with Random(hitCount / 5, 1) < 0.75. So the max delay is 5 hits
3. All enemies have the same amount of health, but it will be the case in the production version
4. Added a sound effect when the rage meter is full. Probably will add some kind of scree effects later
5. Added knockback whenever player uses his rage power. It is possible to get out of a corner now
The simple artstyle works very well, the vfx are cool and overall the game is aesthetically pleasing.
Quotes at the endgame screen are also a nice touch. I got the subliminal message you were trying to send with them, it made me realise that this game is probably more than anything an expression of emotions. I feel you and can only imagine what you're going through. Doing creative work is a really great way to express yourself and you've done it well!
I was streaming my playthrough of your game. Here's the recording in case you'd like to see it https://www.youtube.com/watch?v=WudvDztkwdg
The enemy rage mechanic technically serves as a way to discourage beating up 1 guy, and to encourage juggling multiple enemies. Which is a very cool concept and not a common one, but in practice, you'll probably get hit in the back trying that so it's quite scary to do so.
Looks like you addressed a lot of those issues in 1.1, but I do want to say that the core idea is quite good even without those changes and it has good potential.
@jackaljk yeah, it is hard 😃 I'm working on a new version. I hope I can fix the stun and stun break feedback or mechanics
Just one thing, though - in the tutorial, for both the compo build and the 1.1 build, the help for "Dash/hit right" shows the left arrow rather than the right one. It's still clear from context what it's supposed to be, but it did throw me for a second!
My highest score was 4 on the web build and 6 on the windows 1.1 build. While I like the combat, I think the players score should be how long they survived and not how many enemies were killed. At some point it becomes impossible to do anything but dodge, even with the rage mechanic there's not much you can do but try to avoid damage. Maybe if you add a powered attack with the rage mechanic, Like if you push down arrow with a rage meter it damages all enemies around you, but it could cost some amount of health to trigger. There's a lot you can add and tweak to fix the difficulty curve, but still I think if death is ultimately inevitable you should score players based on how long they could avoid it.