Hadecken by La mecanique du plastique

A fast and furious zero-to-two players versus-fighting-card game.
Embody an enraged hairy beast (AKA Grogrew) or a sticky elastic octopus (AKA Pooplee) and pick some bold moves for your tiny feet and fists !
Hadecken is a turn-based fast-thinking strategic card game where you create fighting moves by placing cards on different members. Each move card is unique and is defined by several timing and damage values similar to the frame data of a versus fighting game. The game stretches the frame-by-frame concepts and strategies of such games into turns of a few seconds.
Three rounds to kick the ass out of your opponent, like Street Fighter... but with cards.


CONTROLS

The game is better to use with controller(s), but you can also heap your hands on a keyboard and use the following controls :
| Player 1 (Left) | Keyboard Controls | Player (Right) |
| --- | --- | --- |
| W / S | up / down | ⬆ / ⬇ |
| A A / D D | dash left/right | ⬅⬅ / ⮕⮕ |
| T / Y | left/right arm | I / O |
| G / H | left/right leg | K / L |
| Enter | start | Space |
ABOUT
Art, code, original soundtrack and sound effects made from scratch in Paris by La Mécanique du plastique & Kilosaurus.
We'll consider pushing this thing forward after the jam, so we'll be especially attentive to your comments and feedbacks !
Day-after-deadline fixes and additions - Added a quick 0P/1P mode to allow testing without a friend on hand :) - Fixed a keyboard control issue preventing players without a controller to start the game
Ratings
| Overall | 118th | 3.993⭐ | 69🧑⚖️ |
| Fun | 268th | 3.659⭐ | 68🧑⚖️ |
| Innovation | 104th | 4.007⭐ | 69🧑⚖️ |
| Theme | 114th | 4.239⭐ | 71🧑⚖️ |
| Graphics | 40th | 4.514⭐ | 72🧑⚖️ |
| Audio | 29th | 4.228⭐ | 70🧑⚖️ |
| Humor | 132th | 3.809⭐ | 70🧑⚖️ |
| Mood | 266th | 3.667⭐ | 68🧑⚖️ |
| Given | 70🗳️ | 93🗨️ |
You got a great game concept there, seriously, congratulations!
@blu3bird We're working to make a fix for that right now, thanks for the feedback !
@elhombrebanana Thanks :) We'll probably release the tracks in a few days and talk about that in some post mortems, as we did for Den : https://ldjam.com/events/ludum-dare/38/den/den-postmortem-4-the-beast-the-music-and-the-sound-effects
We have on paper a lot of ideas to go further with this game, but we limited its scope to fit in the time and have a functionnal primary gameplay. So we'll totally think about continuing development depending on your feedbacks !
(We quickly made a single player mode to release today, that didn't fit on the 3AM jam deadline. We're spectating right now two IA fighting each other :)
@carvster Thanks! The keyboard controls are indeed less worked than their controllers counterparts. Do you remember what kind of clunkyness you saw ?
@samupo You're totally right. We tried this time to build a gameplay/system with more depth, allowing replayability and experience building, and as a result a tutorial/training would be needed for players not at ease with the versus fighting games core concepts. It was on our todo list but we didn't had time to implement that correctly :)
What could be better: A tutorial of some kind would be nice. It takes a while to get used to the flow of the game, with so much information being thrown at you and so little time to make strategic decisions.
The AI for 1P might be a *little* too good, but I think this would be more fun if I had another person to play with!
Would love some additional keybindings for PC.
I double-KO'd with the AI...looking forward to playing this with my friends!
PS: Maybe just one thing - allow player to rebind keys, a bit uncomfy playing on qwertz keyboard with Y down the left shift ;)
Love the polish and love put into this game!
@honey Some important things didn't fit in time of course :) Above all, as everyone said rightly, such game require a strong tutorial, even if the initial overwhelming feel is strongly attached to what we wanted (and what made us laugh when designing the "few-seconds-to-think slightly-no-enough-to-plan" side of the game), but we had to drop it definitively a few hours before deadline. Some important mechanics didn't made it too, like character position related ones. But we were pretty close on overall.
@hagamosvideojuegos Thanks ! Indeed, apart for the missing gameplay features and balancing, room for numerous characters/cards/environments has been planned and coded from the start and would now mainly require a lot of art production, bot that's at the top of the list !
@honest-dan Thanks for the live test !
@atelier-duchu @merzlot @nash @goat-toaster-games @fabian-pohl @drell Thanks a lot !
Looks like I should spent hors to figure out something =(
Visually game looks great! Genres combinations are sweet and unique, well done! Audio is pretty funny and make me smile while playing. Gof job, maybe I'll return to this game later.
This is just so crazy polished and satisfying great job
Need tutorial. I could not understand how to know how much life each player has. I do not like card games very much, but this one I thought was fantastic.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Edit: Maybe some sort of tutorial fight would be helpful, too? Something with predetermined card draws and an AI built to lose if the player takes the right (guided) steps?
Maybe if you added the option of setting the round time? So when you are first starting out and learning the cards, controls and how to play you could have longer to decide what to do? Then later you could speed up the rounds? It might make the game more approachable.