Dash Brawler by glitchman

This is an arena brawler, the only way to win is to push your opponent into the abyss. Destroy everything until there's no more space!
Controls
- WASD or :leftrightarrow: :arrowupdown: -- Move and Jump
- W+S or :arrowup:+:arrowdown: -- Dash
Contacts
- Twitter: https://twitter.com/aglitchman
- Email: aglitchman@gmail.com
* :video_game: PLAY (HTML5) :video_game: *




| Source code | https://github.com/aglitchman/ld42-game/tree/ld42-compo-release |
| HTML5 (web) | https://glitchman.itch.io/ld42-game |
| Original URL | https://ldjam.com/events/ludum-dare/42/dash-brawler |
Ratings
| Overall | 146th | 3.734⭐ | 49🧑⚖️ |
| Fun | 158th | 3.606⭐ | 49🧑⚖️ |
| Innovation | 300th | 3.304⭐ | 48🧑⚖️ |
| Theme | 423th | 3.413⭐ | 48🧑⚖️ |
| Graphics | 35th | 4.17⭐ | 49🧑⚖️ |
| Audio | 255th | 3.181⭐ | 49🧑⚖️ |
| Humor | 136th | 3.131⭐ | 44🧑⚖️ |
| Mood | 186th | 3.314⭐ | 45🧑⚖️ |
| Given | 80🗳️ | 19🗨️ |
BUT.
But the core game loop itself feels lacklustre, are you trying to stomp on the opponent? When you land "on" the opponent, it feels ambiguous, you automatically jump up and to the left? That feels weird. Feels like I'm not in control. Are you trying to stomp out blocks from under the opponent? Basically it feels like I'm just waiting for the other player to make a mistake.
Initially I actually thought there was a Smash Bros mechanic of health going on where the more you get hit the more you go flying when you do get hit, but that doesn't seem to be the case.
And animations - everything feels so good but there's no walk cycle?!?!??! It feels so weird drifting around the way they do now.
I really want to love this!!
It could be a good couch game against a human.
I had trouble differentiating characters.
When your inputs are based on the physical position of keys, please base your input handling on physical key codes instead of virtual keys if the framework you are using allows it. The inputs are misplaced on non-QWERTY keyboards.
P.S: We all know where the inspiration came from, so I won't talk about that ;)
Non-QWERTY layout support will be added with the post-compo version of the game.
Thanks!
@viater @tattomoosa @tuism @andy-d @gwinnell I know that the AI is not very smart :o: Nevertheless, I already have some ideas on how to greatly improve it and will try to implement them with the post-COMPO version of the game.
Oh, my main quibble: I kept getting confused as to which of the characters is controlled by me. I know there's only so much one can do with the color scheme to set the two characters apart, but at times it was frustrating trying to figure out which of the moving figures was responding to my input.
All in all, though, I feel this has the potential to be a great platformer, so I hope you keep working on it.
But our game is better)))
Bug - if on landing point of spawned AI-enemy only 1 brick, he always fall down after landing. In that case need change his spawn-position or moving them left-right while falling.
And AI often dash brick under himself and fall down.
Here is my playthrough:
https://youtu.be/YbUK1s51j78