
Fight for love is a 2D Platform Action game based on the story of the major of Simdar army, Ron, whose mission is to protect the Simdar city from external and internal conflicts.
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It's an action platformer and a basic one at that. I'll list all the problems I have with the game below and then have a shorter summary at the end. [h1]Underwhelming throughout[/h1] [i]Fight For Love[/i] starts with a long-winded, cringeworthy nice-guy infatuation story (that, in retrospect thankfully, can be skipped). Honestly, it would've been better without, or at the very least shortened. Perhaps small parts of it could have been included between levels instead of the whole thing showed in the beginning: this would have applied some useful pacing to the plot. Then you shoot through levels of mobs that run straight towards you shooting and continue the same way if you don't shoot them in the back. And if they're out of screen, you can often kill them before they appear by simply holding shoot, which is viable because there's abundant ammo lying around. It's boring. Later on though, the enemies become tanky bullet sponges so it's either avoid them or shoot them little bit at the time while jumping to cover - also boring. Boss fights: as long as you won't touch them, it'll be alright, you can just shoot them until they die and pick one of the abundant health packs every once in a while. What's the point if there's no challenge or otherwise no point in dodging their shots? Some levels host traditional platformer instakill traps like sawblades and lava. They're relatively easy to avoid though: it's supposed to be an action game after all. So why we're they included at all? You got two weapon types: primary (assault rifle) and "secondary" (some sort of plasma rifle). There's a separate key for switching to either one: i.e. on my gamepad (there's keyboard controls too) 'X' switches to primary and 'Y' to secondary. Since there's only two weapons, why not just use one key to switch between modes? As far as game design goes, it's full of bad choices. [h1]Conclusions[/h1] I like the original art style and the hilarious bosses. But. - Enemies are boring bullet sponges with little damage potential. - Platforming is (too?) easy. - Story is lame. - It was ~45 minutes long, achievements 100% for beating all 12 levels. Being <$1 game or a solo dev is not an excuse for depthless execution. Unfortunately, I can't recommend [i]Fight For Love[/i], and that wouldn't change without some major changes. Also, the other action platformers by the same dev all look incredibly similar in gameplay. While I've not played them so far, it looks like these are being released once per month: E.g. [url=https://store.steampowered.com/app/897420/The_Christmas_Gifts/]The Christmas Gifts (2018 Oct 5)[/url], [url=https://store.steampowered.com/app/914900/Super_Strawberry_Man/]Super Strawberry Man (2018 Nov 2)[/url], and the latest before [i]Fight For Love[/i]: [url=https://store.steampowered.com/app/937620/Zack_Y/]Zack Y (2018 Dec 7)[/url]). While it's possible that the looks deceive, it anyway looks like the base template has not been updated much between games. I'm sorry but I'd suggest for the dev going back to the design board and for you, the customer, to skip these games. EDIT: a small change of wording, a point added to the note about story, plus a word on visuals that I liked. [url=http://store.steampowered.com/curator/9997062/]~Twistorian Curator~[/url]
Fight For Love is a template flip from Anamik Majumdar, who keeps reskinning the same lame GameMaker Studio game template and re-releasing it on Steam with a few minor changes. The GameMaker Studio template he keeps re-releasing is just a basic retro pixel (couldn't he rip off a template with proper graphics??) 2D top down/platformer stealth/action game. While most of the asset flips from this guy are completely terrible, this one is worse than usual because there's some completely awful VN trash at the start where the developer talks about how he stalked some girl at the high school he failed out of or something. I didn't read it much but it came across as seriously creepy stuff, my skin was crawling. Anyway. Here's some other results of his copy+paste school of "game development": [list] [*] Haunted Jail: Alcatas [*] Ghost in the Barn House [*] Gaze at Maze [*] Smash Halloween Pumpkins: The Challenge [*] The Chills [*] Gregor Hills Haunted Hospital [*] Jaxon The Thief [*] House Number 666 [*] My Haunted Doll [*] Axizon Labs: Zombies [*] The Haunted Exmone Theatre [*] Rescue Rina [*] The Haunted Tunnel [*] Heltons Haunted Hotel [*] Gaze At Maze [*] Ghost In The Barn House [*] Zack Y [*] Fight For Love [/list] These are all basically the exact same GameMaker Studio game template with a different skin and a couple of things changed. No professional effort was made in terms of game development, using a game construction kit requires no game development talent, and unsurprisingly produces products that have little to no value as games, especially when compared to the work of professional developers who create genuine products for gamers. No matter how many times this guy copy+pastes the same game, it's not suddenly going to become anything but garbage. Rehashing the same game over and over again is just a cheap nasty cash grab. While Anamik Majumdar occasionally breaks Valve guidelines for partners and attacks reviewers, any legitimacy he may have is eracticated by the way he pumps these copy+paste asset flips out and bulk sells keys to crapware bundle merchants like DailyIndieGame. It's also important to note Anamik Majumdar has denied using GameMaker Studio to make his asset flips, despite every single one being made with GameMaker Studio. It's unclear why Anamik Majumdar is consistently dishonest about his asset flips. As usual, my recommendation is to never give money to asset flippers and construction kit copy+paste scammers, so don't reward this one.
Usually I don't really write reviews but ALLAH BELANI VERSİN SENİN SAKAT HUUR ÇOCUĞU, Bİ DAHA ELİNE MOUSE BİLE ALIRSAN ARKANDAN GÖLGE GİBİ BELİRİR GÖTÜNÜ SİKERİM. Loved the game.
A funny 2D game to spend some hours during weekend chill out. Easy to learn but not easy to finish all levels . Enemies are like non-existence and even a 5years old kid can kill them. If you try-hard you will finish game after 1-2 hours. You can play it even with a low-end pc and its funny for whole family. I whould recommended it for 0.79 euro but not if price go ever up
The combat is very intense and most of the time you have to fight in long range or sometimes in short range. There are many traps in the game and the sewer stage is hell. You will need to use W and up button or right button to do a long jump to jump over some traps but it is very hard. The art used in the game was unique and very good. As for the plot it is not bad it is like an action film. The hero is actually rescuing hostages from criminals . Not everyone will like this game. If you like anime art and platformer combat you might like this game.
Fight For Love is a retro-inspired side-scrolling action platformer that mixes military conflict, emotional motivation, arcade-style combat, and old-school gameplay design into an experience that feels heavily influenced by the classic run-and-gun games of earlier gaming generations. Developed and published by Anamik Majumdar, the game embraces a straightforward action-focused structure where reflexes, timing, and persistence matter far more than cinematic storytelling or modern gameplay trends. What makes the experience stand out, however, is the surprisingly personal narrative hidden beneath the explosions and platforming challenges. While the game initially appears to be another simple retro shooter, it gradually reveals itself as a story about loyalty, sacrifice, and determination driven by the protagonist’s desire to save both his city and someone he deeply cares about. The result is a game that may be rough around the edges but still manages to deliver a surprisingly engaging and heartfelt arcade adventure. The story centers around Ron, a respected major within the Simdar army who has dedicated years of his life to protecting his homeland and maintaining peace within the city of Brande. The situation changes dramatically when a dangerous terrorist organization begins kidnapping civilians and secretly planting explosive devices throughout the city. Intelligence reports reveal the terrifying possibility of large-scale destruction if the bombs are activated, forcing the military to launch an emergency operation to locate the hidden explosives and stop the attackers before disaster strikes. During the mission, Ron discovers that one of the kidnapped civilians is a girl he once loved during his school years. This revelation transforms the operation into something deeply personal, giving Ron an emotional reason to fight far beyond military duty alone. The narrative itself remains fairly simple, but the combination of action-driven stakes and personal attachment gives the story a level of sincerity that helps it stand apart from many generic indie platform shooters. One of the strongest aspects of Fight For Love is its dedication to retro presentation. The game fully embraces pixel-art aesthetics and classic arcade-inspired visuals, creating environments that immediately feel nostalgic for fans of older side-scrolling action games. Military compounds, industrial facilities, underground hideouts, enemy fortresses, and hazardous combat zones appear throughout the adventure, all filled with traps, enemy soldiers, explosions, and environmental dangers. The graphics are intentionally straightforward and prioritize gameplay readability over visual realism. Enemy projectiles, traps, and environmental hazards remain easy to identify during chaotic moments, which becomes essential during later stages where the screen is often crowded with enemies and obstacles simultaneously. The visual style may not rival larger indie platformers in terms of animation detail or technical sophistication, but the consistency of the art direction gives the game its own recognizable identity. Gameplay revolves around traditional run-and-gun mechanics mixed with precision platforming and arcade survival design. Players guide Ron through twelve increasingly difficult stages while fighting enemy forces, avoiding deadly traps, collecting resources, and searching for hidden explosives tied to the terrorist threat. Movement and shooting remain constant throughout the campaign, creating the kind of fast-paced rhythm commonly associated with classic arcade action games. The controls are relatively responsive, allowing players to quickly jump, dodge, attack, and reposition during dangerous combat encounters. The game avoids unnecessary complexity and instead focuses entirely on maintaining momentum and pressure during every stage. Combat is simple but satisfying because of the game’s pacing. Ron gains access to multiple firing modes that allow players to approach enemy encounters slightly differently depending on the situation. Basic enemies can be eliminated quickly, but later stages introduce more dangerous opponents, environmental defenses, and tightly designed combat arenas that require faster reflexes and more careful positioning. The game consistently encourages aggressive movement because standing still for too long usually results in getting overwhelmed by enemy attacks or environmental hazards. This constant forward momentum captures the spirit of classic arcade shooters where survival depends heavily on reaction speed and memorization. The level design deserves considerable praise for how effectively it maintains gameplay variety throughout the campaign. Early stages serve as relatively forgiving introductions to the mechanics, but the game gradually becomes much more demanding as new hazard combinations and enemy arrangements are introduced. Some stages focus heavily on enemy firefights inside military compounds, while others emphasize difficult platforming sections filled with spikes, moving traps, collapsing platforms, and environmental hazards. Hidden health packs, ammunition supplies, and collectibles reward players willing to carefully explore levels rather than simply rushing toward the exit. This balance between exploration and action helps prevent the gameplay from becoming repetitive despite its straightforward structure. Enemy variety also contributes positively to the pacing. Standard enemy soldiers are gradually joined by more dangerous units equipped with stronger weapons, projectile attacks, and defensive positioning that force players to adapt their movement patterns. Automated defenses, environmental traps, and mechanical hazards frequently appear alongside enemy encounters, creating moments where platforming precision and combat awareness become equally important. The three boss fights included throughout the game serve as major highlights because they force players to fully understand the mechanics while surviving intense attack patterns and environmental pressure. These encounters are not especially deep mechanically, but they succeed in creating memorable difficulty spikes that reinforce the game’s arcade identity. The soundtrack complements the action-heavy gameplay effectively. Fast-paced electronic tracks and energetic background music create a constant sense of momentum during platforming sections and firefights. Explosions, weapon sounds, and environmental effects all use exaggerated arcade-style audio design that enhances the retro atmosphere. The music does not attempt cinematic orchestration or emotional complexity, but it fits the game’s identity perfectly by keeping the player engaged and energized throughout the adventure. Combined with the pixel-art visuals and nonstop action, the soundtrack helps Fight For Love feel like a lost arcade game brought into the modern indie scene. For players who enjoy retro-inspired platform shooters, military-themed arcade adventures, and indie games built around classic side-scrolling gameplay, Fight For Love offers a satisfying and energetic experience filled with explosions, dangerous enemy encounters, and challenging stages. Its rough movement, repetitive enemy behavior, and limited polish prevent it from standing among the best indie platformers available today, but the passion and sincerity behind the project still make it memorable. The game ultimately succeeds as a heartfelt tribute to classic arcade action games while adding just enough emotional motivation and narrative personality to create an experience that feels more personal than many other retro-inspired indie releases. Rating: 6/10
Intense Combat and Unique Art in a Challenging Platformer This game offers a high-octane platformer experience with intense combat that keeps you on your toes. Whether you're battling enemies at long range or getting up close in short-range combat, the gameplay is fast-paced and requires quick reflexes. The sewer stage is a particular challenge, filled with traps that will test your skills to the limit. To overcome the traps, you'll need to use the W + Up button (or Right button) for a long jump, which can be incredibly tricky to pull off. The art style is a standout, offering a unique, anime-inspired aesthetic that fits well with the action-packed narrative. The plot itself is like something straight out of an action movie, with the hero rescuing hostages from criminals—a simple, yet effective setup that drives the action forward. While the game may not be for everyone, if you're a fan of anime art, platformer combat, and challenging gameplay, you might find yourself enjoying this one. Just be ready for a difficult journey, especially in the more treacherous stages.
While we had fun this was a frustrating experience. What I will give this game, is that it allowed me to step into the shoes of an actual incel and understand their life. This game is the reason that videogames are linked to school shootings, and that is an outright fact. Overall, I found the gameplay to be meaninglessly difficult alongside unnatractive visuals, as well as a disgustingly written and developed plotline which personally made me fill up my personal vomit bag. The movie SAW couldn't make me afraid of saws, but level 6 did - ♥♥♥♥ LEVEL 6. 2.75 spikes/10 spikes per saw (so many saws).
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