
Fraymakers is the ultimate customizable platform fighting game, featuring a cast of some of indie gaming's biggest icons. Duke it out with up to 4 players and call on assists to help out in the heat of battle. Create and play custom characters, stages, modes, and more for infinite fun!
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Themes across 89 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I at first thought this game would go down long ago, falling to the shadow of Smash Bros. I was wrong. It has super fun gameplay, a decent workshop, unique gimmicks, AND you could pay to have Alpharad be your announcer?! Smash bros doesn't even allow a change in announcers unless it's to say Kazuya won. And what's more is that we still have one more fighter to be revealed this year. Keep up the good work Team Fray. Can't wait to see what you do next.
Control rebinding breaks menu navigation; Tried to bind movement to Dpad, which immediately cuts of ALL directional input for ALL menus across the game. Neither Dpad nor either stick work, you have to use a mouse to manually reset the controls to default to regain controller functionality (so if you want to play on a couch, get bent ig). Looked for help online, found multiple posts with same problem but no solutions. Game literally unplayable if you want to touch the movement scheme because you can't navigate to the "play" section once rebinding. I'm using a generic Xinput controller that hasn't given me any issues in any other game. I know the game is still registering stick input, because using mouse I can go to the deadzone screen and check that its acknowledging the input, but ignoring it as menu navigation... Played 1 match with a bot using default control scheme and hated it (but hey thats subjective, I can always customize them to my liking!); But doing so makes the game inaccessible completely. So my review, based on 1 bot match and 10mins fighting controls in the menu, is a hard pass. Would have liked to play more before reviewing but thats not my call I guess. Early access or not, this is embarassing.
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Languages: English**languages with full audio support
Hours played at review time, across 89 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Been following this game for a while when Hat Kid was the newest character added. Since then we've had both Crewmate from Among Us and Guy Spleunky from.... Spleunky (lol) added. While I do wish there was faster progress, I just have to say this is the CLOSEST thing you'll get to Smash Bros. Most Smash games just try to spice things up but ultimately feel really off. Too many mimic Melee and I think that's really bad because Melee isn't really a great end point for making a Smash clone. The gameplay in this is SO much smoother and clicks instantly. All of the characters are really unique too! The selection has been fantastic and I really hope they can get more characters added even after they're finished because there's such a high bar in the sprite quality here. I don't think it'll happen but I'd love to see The Knight/Ghost from Hollow Knight and Ori from the Ori games get added. This game has a ton of potential and I'm seeing it only get better the more they add and include into it. I think the music is a bit too tame at times, and I'm not super huge on the assist stuff as they don't feel as intuitive but that could change the more I play. I will say, while multiplayer is probably a huge focus for this game, don't forget about singleplayer! Those modes are just as important! Overall, recommend so far, give this game support!
I love it but they need to make Fancy Pants Man a playable character instead of just an assist trophy. He is too iconic of a childhood gaming character to be wasted on just being one of this game's 20~ assists also thanks to mods: JARONA
Kind of clunky, which is unfortunate because it has potential. The game just doesn't FEEL good to play. Movesets are creative but they're also unwieldy, everyone is designed awkwardly like some kind of mr. game and watch type character. The assist system is the biggest "potential man" feature because they're held back by the actual playable characters being unpolished (aside from the spriting) since they're fully dependent on synergies. The workshop COULD be good but no one seems to be making high quality characters? It's mostly assists which are easier to make so it makes sense, but even then most workshop uploads are just low effort memes. I want to like this game but at the moment it's impossible, and the player count seems to agree.
it is a fun fighting game and I wanted to try it again but it crashes upon startup after I went to the options menu, i'm not really sure why, I hope this will get fixed!
Great indie smash bros like game. 8/10!
The game feels really slow for some reason, it feels as if there is a buffer on all moves. I think if the game was 10-20% faster it could be a lot more enjoyable. However I do see a lot of promise.
Disappointed so far. Tempted to refund already. Perhaps I was just being too literal, but I initially didn’t realize I could play against CPUs without having to use Training Mode. Maybe while exploring and highlighting on the Main Menu, it could be clarified in the caption that Local Play offers/includes bots, not just players? I played with a wide variety of characters and stages. Some characters feel… borderline acceptable. But most of the time everyone and everything feels just slightly too… unresponsive, floaty, clunky, delayed, stiff, stilted, staggered, awkward, etc. The animations are mostly pretty impressive I reckon, but showing them off shouldn’t mean introducing excess tedium and friction at the expense of fluidity and fun. (For example, in my estimation, Hat Kid’s running action should traverse more terrain in less time, even with approximately zero adjustment to the existing animation. And also, if memory serves, Hat Kid’s basic melee attack should be permitted to repeat at a more rapid rate than they’re currently capable of performing here.) TL;DR: Normal speed is too slow, yet Fast modifier is too fast. Somewhat or slightly slower than halfway between the two speeds might be ideal, if not halfway exactly. If it helps, for reference, my play time so far has been at smooth 90hz on Steam Deck OLED. Even though I was on a small portable screen, I still found that the camera is kind of claustrophobic a majority of the time, and I couldn’t locate any ways to adjust the default zoom amount to show more of the characters’ surroundings. I’m reminded of how LUMINES Arise offers 3 options in settings: max zoomed out, medium level zoom, and max zoomed in. The zoomed in views prevent certain gameplay states from effecting temporary zooms-in as they would normally do with the zoomed out views enabled, but on a small screen, some say the trade is worth it. Similarly, in addition to the zoomedest view becoming slightly less zoomed, I’d also wish for 3 or more such options, at least 2 of which would put a leash on how much the camera is allowed to crop. The music is enjoyable but I didn’t see an obvious Sound Test or My Music -style config menu. There’s no way to cleanly exit the game if only using gamepad as far as I could tell. No Steam achievements yet. Maybe I’ll think of more soon as well as after another play session. Session 2: The end of every match is very anticlimactic. “Time!…………… Choose Your Character!” Wait, who won?! Wasn’t that a Draw? Shouldn’t there have been a Sudden Death or something? Mods are cute and all but not enough to save the game. Also CPUs can struggle with piloting mod characters effectively (obviously). Best wishes, devs.
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