
Indie Game Battle is a multiplayer fighting game for up to 8 players inspired by the Super Smash Bros series. However, IGB features indie characters instead!
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Languages: English**languages with full audio support
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Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Had a lot of promise, but ending itself in cancelation before getting really good, and still charging for this game, is not cool. They proceeded to ban me from all dicussions involving this game, very mature.
Indie Game Battle. It's like Smash Bros, except instead of Mario characters taking up 1/8 of the roster, it's characters from Blob Games Studio's games that take up the 1/8 instead! This game isn't good. Now, the game looks okay, and the controls are good, but this game has many problems that are pretty noticable once you play the game. I'll be comparing this game to Indie Assault in this review at times, because they are both indie fighters based off the same game. So, like I mentioned, the game does have some okay graphics. Not the best graphics, but they work. Some characters are more detailed than others (Dust compared to Ness- I mean Matty) and it makes some moments in the game really clash with eachother. You could argue the same about some stages in Smash, like Flat Zone (and Game and Watch because of that), but that's one of the few exceptions. They really go out of their way to make everything fit into the same style. The game also controls fine, but there have been moments where the shields have gotten stuck, and the AI has been able to hit me until it breaks as a result, and get a free hit. Though, I haven't replicated this in a while, so they may have taken it out. On the subject of shields, I discovered that shield + attack does not grab like in Smash Bros. In fact, there are NO grabs from what I've seen. Now, the game's physics. They're really floaty and difficult to use at times. Jumping takes you 10 feet in the air, and yet I still stuggle to recover because 1) The gravity in this game is really, really heavy and you fall like a brick despite the high jumps, and 2) DI in this game seems to be either badly implemented or not put in at all. I've hit the AI with smash attacks way over 100% damage, and they can recover just fine. However, when they do that to me, It's pretty much a OHKO at that point, since I just fly off-stage, no DI helping me to reduce knockback and the cement attached to my feet that makes me fall faster than Metal Mario. Indie Assault had this problem too, and it actually seems to be a thing only Smash can get right. My suggestion is to make the characters not fall as fast, but also decrease their jump height. The roster of characters and stages in the game does not help. The developers seem to be going for quantity > quality, approach, and it shows. Like I mentioned earlier, the character models are okay, not great. The game has more characters than Melee already, and it's only been out for a little less than two years. While there are exceptions (Dust), others don't have the luck of being as well modeled (just about anyone not named Dust). Oh, and the game has some very questionable character choices, with almost the entire first row of characters on the character select being first party, and The Kid from IWBTG in the game for some reason despite having like one attack in his origin game. There's also an over-abundance of stages in the game, and a lot of these are not very interesting, forgettable stages as a result. The second page also has a bunch of placeholder stages that crash the game when selected for some reason. I found that out by accident. "Special" and "Funny" stages don't need to have their own categories and can be merged with the first two pages. The game's AI is really poorly coded. The AI is frequently running in place, shielding for no reason, running into walls, and just constantly breaking. But when it's not buggy it is relentlessly chasing you and spamming attacks over and over. Despite this, I haven't had it try to gimp or spike me off stage before. Finally... gimmicks. You don't need gimmicks like the PP or HP meters. Balance special moves out so they can be used without having a meter to be charged for them, and if I wanted to play Stamina Match, I'd play Stamina Match. You don't need both a damage counter and HP meter. Overall, IGB was just not a fun experience. Indie Assault, while having less content, still felt like it had more effort put into it. Should I be so hard on a game in Early Access? Totally. Early Access is "okay we're kinda ready but not quite," not "We're not ready but let's put stuff up anyways."
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Hours played at review time, across 49 reviews with recorded playtime.
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Let me tell you a little something. When I first went into Indie Game Battle, I thought it had potential. I thought it would be great. There was a lot of room to make something positively impactful. Instead, it's a textbook example of why to be careful with who you trust. I was onboard with this project from 2015 until early 2017. Felix seemed like an odd, but fun fellow, but I was willing to abide by and participate amongst his group chats on Skype and eventually Discord. He kicked off a few of my friends early on for disagreeing with him (such as over the fact his characters have more color alts than others), but somehow I let that slide. I should have been a lot harder on him in hindsight. But it didn't stop there. On February, I finished and released a game I've been working on for over a year, Missileman Origins. It wasn't mechanically perfect by any means, but I thought it was a solid game and the best I had done thus far. Missileman had been a partially playable character (some of his moves were never implemented) in Indie Game Battle since 2015. The moment I gave Felix the game, he nitpicked the crap out of it in front of the entire discord server and didn't hesitate to humiliate me like I was utter trash. He then told me in private it "wasn't really a bad game", but then somehow led to the conclusion that Missileman should no longer be in IGB. He had a reason provided for it, but I can tell it wasn't why. Then I asked a DIFFERENT member of Blob Games Studio about it, and he gave me a more plausible explanation - I didn't send every member the game. Still, Felix decided to tell me they'll be voting on whether or not to keep Missileman as a character (despite already kicking him out unceremously and kept making me out to be the bad guy in the server). I complained about Felix's anti-logic in a separate discord server, but apparently a BGS member was in said server, and I was kicked out of the BGS server as a result. Here's the thing: Felix is an absolute hack that only pretends to have basic human emotion. He never really sympathized with anyone, and no matter how long he knows somebody or establishes connections with them, he just throws them under the bus one day because he can. He's an egotistical rat that constantly highlights the fact there are popular indie characters in the game, but never actually adds anything of real substance. No adventure mode. No online play. No nothing. Even though all of that was promised TWO YEARS AGO. This game has been in "Early Access" for TWO YEARS. And now that Felix officially outed himself out as the shady scumbag he is and canceled the game, THIS is all you'll get if you pay TEN DOLLARS for it: Just a versus mode with partially broken AI computer players! How freaking incompetent do you have to be to have it like this for TWO YEARS only to can it entirely because you couldn't stop backstabbing people that tried to work with you?! In fact, one of those guys he kicked was booted only because he was still able to communicate with previous victims. That is the most mindlessly petty excuse for an expelling I've ever heard for game development. Now what Felix needs to do is give everyone a refund. Every. Single. Person. Everyone that fell into his trap. Perhaps he should even actually pay the people that worked for him for once. Valve, can you please help us all out on this?
[i] Indie Game Battle[/i] – инди файтинг. Режим компании недоступен, бои же работают кое-как, а онлайн не работает. Выбирайте понравившегося смурфа и режим, далее вперёд, изображать бой. Управление здесь своё, особенное, не то что мы привыкли видеть в законодателях жанра. Удар на клавишу С. Какие-то удары не засчитываются, комбо запросто проводятся через последний удар, он же единственный который попал по врагу. Я не знаю герои ли являются полностью выдуманными или заимствованы, но пару цветков из [i] Woodle tree adventures[/i] я узнал. В графическом плане игра выглядит на добрые 2005-2006-е года. Звуки простенькие. Как бы всё плохо не было, разработчик снял это с продажи, что к лучшему.
I'm all about showing off new and exciting fighting games—especially party/platform fighters—at our local tournaments back where I live. Even though our venue was originally Smash exclusive, we started appending things like Injustice 2, Skullgirls, and Rivals of Aether. Indie Game battle [i]could[/i] have been that special next game, but it didn't happen for quite a few reasons. [i]Firstly, no, [b]it's not the roster's fault.[/b][/i] Sure, maybe you have ~8 OCs that look like Tom from EddsWorld and stand taller than the rest of the cast, and maybe there are a handful of characters I can't vouch for simply because they're perma-placeholders for the characters they very clearly represent, whether that character may be another indie game or a Smash Bros inclusion. I, however, am not shy to admit that it is nothing short of satisfying to 4-stock someone as the Goat from Goat Simulator, or that Dust is probably one of— if not [i]the[/i]— most fun character I've ever picked up in a platform fighter, or that the oddball Newgrounds inclusions sparked a hidden nostalgia that made me tear up a bit. That aside, I'm going to be brutally honest: if there is one glaring reason I can't recommend this game, it's because of the [i]controls.[/i] The notion that this game has full controller support, as indicated by Steam, is a blatant falsehood, although I [i]could[/i] understand these things being a simple oversight. Allow me put things into perspective through anecdote. Me and my friend usually play Super Smash Flash 2, Crusade, Rivals of Aether, etc. with 2 PS4 controllers key-mapped through Xpadder to make it easy on both the controller configuration and the game's processing itself. First time booting up IGB, we wanted to do similar to the above, but there was only support for a single player using the keyboard, which meant no Xpadder. Unfortunate, but since the game had native controller recognition, we thought we could shrug it off by configuring our controllers normally, but that wouldn't work because the game recognized both of our joypads as a singular controller, since they both registered as the same type of device according to Windows. So we had to begrudginly hand the keyboard (and sometimes his dusty Xbox 360 pad in place) back and forth because the game wouldn't let two players play with the same type of controller, which I feel is such an extreme thing to miss out on when talking about a local-multiplayer fighting game. All this and the fact that you [i]absolutely can't[/i] further configure controls outside of the Unity boot-up menu, which is just a total mess trying to navigate. I could go on about controls, but I know that it's a personal grudge above all, as most people who pick up this game are probably going to gravitate towards the keyboard anyways. Moving on, the UI in this game is probably among some of the worst I've seen in a very long time. I'd be willing to bargain that if you showed any web/graphic designer your game's buttons/menu backgrounds, they would redesign them happily for free. There's no visual/audio feedback on menu selections, and some of the cursor detection feels really off-kilter. The roster layout is random, there is no better word for it. I can at least expect characters to be close to eachother if they're from the same series, but some of the unavailable/incomplete characters occupy the same slot positions that fully functioning characters do. Although earlier I said I had fun experiences with this roster and the gameplay in general, I still can't let go of a few things. Some characters make me think as if they were only put in because you liked the game or because people asked for them. Poncho is a guest inclusion, and an interesting one at that, but he has one of the blandest movesets I've seen in a fighting game period. Characters differ vastly in quality and playability, and I really do mean it when I say that quite a few matchups in this game are 70:30 or likely worse. On that note I saw that you've also expressed interest in an appeal to the competitive scene for this game back before it was cancelled. I'll give my thoughts, as I'm technically part of that community. Why does G-canceling exist? Why do we need to wavedash into a tilt to be able to jump cancel it, why can't we just jump cancel tilts? This is an overcomplication, one that actually hurts newcommers because it comepletely negates the need for normal non-cancelable tilts, rather than acting as an option-select as you intended. Wavedashing on the other hand is fine, but it's so hard to execute one that actually carries your momentum and I couldn't tell you why. Above all, the average character's gravity makes recovery very difficult; I've died much too easily simply fumbling to keep myself on stage. I still have to give credit where credit is due, and these are some of the things that make me stick around still. You and others put a lot of time into alternate pallete choice for characters, who all are 3D-modelled with striking resembalance to their respective characters on the most part, and even when some cases were a miss, like your first iteration of Niko, you strived to improve those characters and fit them into a game that had a level of visual consistency that surprised me, knowing that these were all from indie games with extreme variety in visual design. The stage choice, although sprinkled with a lot of hazards and random pit placement, are copious. To this day I still haven't played every stage (I'm close) but I still enjoyed more than half of them. The music composition, Visual FX, and sound design are actually pretty impressive for an indie come-up, and they look even better in the upcoming version of the game so stick to it. Finally—and I'll try to keep this short since you probably haven't heard the end of this from ex-devs—I just wanna put out some thoughts about your decision to cancel the game, as well as the publicly disclosed/leaked events that led up to that point. I don't know if you were doing this game as a passion project, or as an actual opportunity for either yourself or the indie scene, but just relax man. Making a platform fighter is not an easy task to accomplish, no matter what tier of development you lie on. It's a proccess that takes a lot of blood, sweat, and tears. It's no wonder that even Sakurai himself continuously injured himself throughout the proccess of making Smash 4, as he really bore down to complete that project, and with that said, even with the entire team of Sora Ltd. on his side, collaborating with Namco as well it still took a good while to push the game out the door. Making a game in this genre simply as a hobby or as a wildcard is taxing, and I wouldn't be surprised if some of the people who you contacted for character inclusion thought you were reaching way out of your scope. This game feels like it was meant to be a fun platform fighter that pays homage to the indie scene that you've been part of and inspired by, but I think that started to get nudged aside for the sake of feature creep and status. I, personally, wouldn't ask for a refund for this game, because I know I'm going to be breaking it out every now and then to remember how fun it felt, and that's all I really expect for 10 bucks earned over the summer anyways. It made itself up by far. As for people new to this game, who have no feelings attached to the characters, are on the fence about how it feels etc., I'd only really recommend it as an experimental title. Thanks for making as much as you did, and bless you and your team for what you've accomplished to date. Ambitious, yes, but even now it's still something me and my friends will play for a while. That's all that really matters to me at this point.
毕竟是下架了~游戏没有AI,只能同屏多人~ 而且还看到在线模式的菜单!但是是灰色的! 难怪会下架~
I was looking at this game for a long time before deciding to buy it. It's sad that it's production got cancled however the game is slow a feels unplayable at some points with extremly clunky controls by defult. You might Like this if your looking for something like Smash Bros for PC, however it's with very few reconizable characters i personaly only know like 3 of them, The way the game is now I sadly cannot recommend this game and since production was cancled i don't think this well change.
Where do I start with this game? This game is an obvious Smash Bros. clone, but it has a growing roster of indie characters. *Before you read: Yes, I do know this game is on Early Access, so I will list some ideas for improvement after I list my pros and cons about the game* Pros: -Has plenty of great characters from popular indie games -Gameplay mechanics perfectly mimic Smash Bros. ( I should know due to playing it for years) -Dust is on it! :DDDD -You earn achievements for winning as different characters and getting others KO'ed a certain amount of times Cons: -Needs more optimization options -Adventure Mode is locked, but this needs time to be worked on Requests: -Please add Freedom Planet characters such as Sash Lilac -Please add Quote from Cave Story -It would be better if the game can recognize that you are using a controller from the start, instead of having to set the controllers in the options, many people buy their games and try them out in their living room using a controller from the start Result: Indie Game Battle has the potential to become one of the best indie crossover games on Steam, but it needs time to be worked on, the developers are doing a great job, and they should be paid to be motivated to continue doing so. Therefore, I recommend purchasing this game because it's awesome... and it's WAY better than most Smash Bros. clones on Steam! *Edit: Removed many cons due to not understanding how the game works, sorry devs!
Incomplete, half of its features are never actually going to be a thing. Advertised tons of characters and doesnt even have half their cast they planned playable. Looks like its made in Unity, was probably made in Unity, and its developers gave up because they got "hate" (which is for being a prick to another one of their devs". I want a refund.
I have not played that much of this game just as of yet but i can definatly say this is a great game, te controls are fluid, the character models look brilliant and the roster and levels are well chosen. This game is the perfect Super Smash Bros clone for PC gamers, it features the same mechanics but focuses on indie games instead of company specific games like super smash bros. I would reccomend this game to anyone who loved/loves super smash bros and cannot wait to see the final product :D
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