
A sandbox fighting game with built-in creation tools to create characters and stages. Animate pixel art characters using our 3D pixel art rotation technology, then battle with up to 8 players! Use our tools to export sprites for your own projects.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Very cool platform fighter with endless opportunities for creativity. A way to implement special mechanics through scripting such as charge or similar would be amazing. I also had an issue with mapping xbox controller inputs.
Amazing editor, cool custom characters, worth every dollar I paid
So many problems. The UI is ugly and the HUD is hideous. Also hard to navigate and activate with a gamepad. No clear way to cleanly exit game with a gamepad. For some reason trying to press B to back out of menus worked inconsistently/infrequently. Despite having changed the music volume to max and the sounds volume to 75%, sounds are still much louder than music. Sometimes settings changes would not apply or save at all, and it was hard to tell when or why this was the case. I had to start a match to find out Vsync didn’t get toggled apparently because the screentearing was so rough. The graphics settings page might as well say it requires a mouse just like the controller settings page does, because what the heck is my joystick highlighting and what am I selecting? On Stage Select screen, the hitboxes of the buttons must be misshapen or misaligned, because Random requires very precise placement to be considered highlighted and selected. By default, pressing up on the joystick doesn’t jump. Maybe I could go rebind it manually, especially if I was near my mouse. Or maybe the game could ask a few basic questions about input preferences at startup, like when Halo asks if you’d like your joystick inverted instead. A convenient way to view controls would be nice. A less barren pause screen, for instance. Performance is questionable at best (even with 3D stages s’posedly disabled and quality s’posedly set to Low), and loading times are poorly masked if not egregious. Why not save us a step and load the game *during* logos rather than *before* logos? Why not load less at a time and load what’s necessary so I can be navigating menus already while loading continues or completes? Speaking of unnecessary loading, the installation size of nearly 10GB is also ludicrous. What could possibly be *requiring* that much data? The gameplay itself is just as bad as Fraymakers, if not worse. Basically everything I said in my review for that game applies here again too. The only advantage Fraymakers might have is recognizable characters. Otherwise these might as well be the same game. I had no expectations or even hopes and I’m still disappointed. Session 2: Maybe my inputs are registering twice? Maybe my mouse cursor is confusing the joystick cursor? The stage select option hitbox misalignment issue appears to apply to all stages, not just the random button. Props to Smack Studio for including a post-match victory screen. Pretty charming too. Fraymakers bafflingly has no such thing whatsoever. It could just be because of my unorthodox aspect ratio (1280x600, trying to improve performance mainly), but I don’t think characters should just suddenly disappear when they “die” along an arbitrary invisible vertical line… I think they should go offscreen and THEN be deemed dead. If I can still see the character, they ought not be dead… yet. The game is paused. Why are clouds not paused? I also appreciate that this game is more fluid, flowing, fast, free, responsive, etc. compared to Fraymakers. The animations sometimes suffer because of it though, or are generally weak or choppy in and of themselves.
It Is Great :)
Una schifezza assoluta, l'ho preso perchè attratto dall'editor che prometteva meraviglie e che in pochi istanti saresti stato in grado di animare uno sprite... Niente di piú falso: ci vogliono ore e ore di video solo per capire come funziona l'interfaccia. Non si capisce inoltre quali siano le dimensioni corrette dello sprite che devi mettere. Mica il siatema ti avvisa : guarda che è troppo grande. La comunity su Discord è non moderata e tossica: ti attaccano subito solo per avere fatto cose brutte. Poi dopo aver passato ore a capire come animare uno sprite giochi e la IA del gioco ti pesta a sangue senza ritegno con difficoltà assurde. Il fatto di poter andare su piú livelli a combattere è una cosa positiva, ma serve solo per scappare dalla IA inferocita che non ti da tregua. L'esperienza è stata nel complesso estremamante negativa e mi sento di avere buttato i soldi nel water purtroppo.
Controls can be kinda confusing ngl, but other than that, use the workshop, u should; PEOPLE MAKE GLORIOUS THINGS. Example: Somebody made a robloxian with a full kit thats pretty neat, Trowel, slingshot, paintball gun. I love the game ngl. I take it back, controller works now, its godly, i love this game now. And My favourite game, PEAK, has a scout in this as a mod, i love it, its my new main now. ^^ (If any friends r seeing this, PLEASE GET THE GAME MAN, I JUST DONT WANT TO KEEP PLAYING WITH BOTS ANYMORE. :(
Fatal Error Crash
Лучшая программа для анимации пиксельных 2D ассетов в 3D пространстве с симуляцией глубины спрайтов, очень полезно и круто
its funny to make characters yeah
peak
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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