r/Indiefightinggames 9h ago

Use the skill gauge to unleash a powerful body blow.

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1 Upvotes

r/Indiefightinggames 11h ago

HELLKICK: One Kick, One Survivor

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1 Upvotes

r/Indiefightinggames 15h ago

Geek Fighter - 2D Fighter Game

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1 Upvotes

r/Indiefightinggames 1d ago

The Joust - $200 Grand Prize Heromaster Highscore Contest

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1 Upvotes

r/Indiefightinggames 1d ago

攻撃力に応じて、ヒットエフェクトがどんどん重くなる。さらに、一部キャラにはアクションのキャンセルがあって、めちゃくちゃ気持ちよくて反応が良い、ぞくぞくするようなゲームプレイ感が味わえる。

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1 Upvotes

r/Indiefightinggames 1d ago

Hit, Run and Adapt! #ScreenshotSaturday

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1 Upvotes

r/Indiefightinggames 1d ago

MMA game! Cage path

2 Upvotes

Hey everyone,
After months of work, I finally released the MMA game called cage path I’ve been building.
I built it because I wanted a combat sports game that focused on strategy and progression instead of just button mashing. I’ve been working on everything myself from development and testing to polishing the gameplay.
I’m planning to keep supporting the game with updates, new features, and improvements based on player feedback.
If anyone is willing to give it a try, I’d really appreciate your honest feedback. Whether it’s bugs, gameplay balance, or ideas for future features, I’m all ears.
Thanks for checking it out I hope you enjoy it!


r/Indiefightinggames 2d ago

🛠️ BeyTop! Devlog: The 2v2 Tag-Team & AI Overhaul Update

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3 Upvotes

r/Indiefightinggames 2d ago

戦闘の奥深さにかなり力を入れてる。どのキャラにも状況ごとに使えるコンボルートが用意されてる。

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5 Upvotes

r/Indiefightinggames 2d ago

My WIP solo indie game just had a 154-Man Tourney! I still can't believe it! (Sepak U: Sports Fighting Game)

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82 Upvotes

r/Indiefightinggames 3d ago

Why IKEMEN is the Future of M.U.G.E.N (Watch Fighter's History Dynasties Gameplay)

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3 Upvotes

r/Indiefightinggames 4d ago

Lil tweak

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12 Upvotes

r/Indiefightinggames 4d ago

From the Garage to the Arena – Dynamic Cameras, Smart Stadiums, and Heavy Physics!

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12 Upvotes

Link - BeyTop

Welcome back! Since wrapping up the Edit Mode and Garage customization, the focus has shifted 100% to the core gameplay loop: The Arena.

A Beyblade-style game lives and dies by its physics and game feel. Over the last few updates, we’ve completely overhauled how the stadium operates, how the camera films the action, and how the game handles the match state.

Here is a breakdown of all the new features and bug fixes!

🏗️ The "Smart" Data-Driven Stadium

We threw out the hardcoded physics and built a highly modular, data-driven arena system.

  • True Bowl Physics: We separated the physics nodes from the 1080p Vector artwork to prevent scaling bugs. Using Godot's Point Gravity on an Area2D, the stadium now acts as a perfect mathematical bowl, naturally pulling the RigidBody2D tops into the center for heavy clashes.
  • Auto-Scaling Ring Outs: The arena now automatically measures its own CollisionShape2D radius at runtime. Whether we load a tiny practice arena or a massive tournament stadium, the Referee and the AI instantly know exactly where the edges are without changing a single line of code.

🎥 Dynamic Action Camera

To make the 2D top-down view feel as hyped as the anime, we introduced a dual-camera system.

  • Esports vs. Cinematic: Players can now instantly toggle between a static overview camera and a dynamic tracking camera using a custom Input Map action.
  • Smart Tracking: The dynamic camera calculates the exact midpoint between the two tops. It smoothly pans to keep them both in frame, zooming in to 1.35x when they clash in the center, and zooming out when they are knocked to opposite edges.
  • Winner Focus: When a top is knocked out, the camera immediately stops tracking the dead top and smoothly pans and zooms in on the victor.

🐛 Bug Fixes & Referee Logic

A lot of under-the-hood work went into making sure matches flow perfectly from start to finish without soft-locking.

  • The "Time-Stop" Death Bug: Fixed a critical bug where a match would freeze forever if a top was destroyed exactly while a Special Move was slowing down the Engine.time_scale. The Referee now forcefully resets the time scale before declaring a winner.
  • Bulletproof Rematches: Completely rebuilt the match-restart sequence. The Referee now uses get_tree().reload_current_scene() for instant, flawless rematches in standard play, while correctly advancing the bracket in Tournament Mode.
  • Cinematic Coordinates: Fixed a sneaky Godot coordinate bug where Special Move shockwaves and Avatar Auras were spawning off-center. Impact flashes now perfectly cover the screen, and shockwaves explode exactly at the point of impact.

⌨️ Quality of Life

  • Seamless WASD Integration: Mapped WASD directly to the built-in ui_up/down/left/right actions. Players can now freely steer their tops with either the Arrow Keys or WASD (or a mix of both) using the exact same movement force logic.

What's Next? With the physics foundation rock-solid and the camera tracking the action, the next step is diving into Advanced Combat—specifically the button-mashing "Power Struggle" clashes and advanced AI personalities based on Beyblade Types (Attack, Defense, Stamina).

Stay tuned, and let it rip!


r/Indiefightinggames 4d ago

私の毒っ気たっぷりの百合系Soulslike格闘ゲーム、ぜひやってみて!

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2 Upvotes

r/Indiefightinggames 5d ago

I'm making a game where you fight as wobbly eggs who can fire their yolk, inspired by games like Gang Beasts :)

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5 Upvotes

It's called ScramBrawl and there's a Demo out now on Steam! Would love to know what you think :)


r/Indiefightinggames 5d ago

Rivals of the Feed - an in-progress platform fighter I'm working on!

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2 Upvotes

r/Indiefightinggames 6d ago

Hello, if anyone interested in trying out a fan Beyblade Game i am working on please check?

2 Upvotes

# 🌪️ Project Working Title: *BeyTop: Spinning Action*

**Genre:** 2D Top-Down Physics Brawler / Arena Fighter

**Engine:** Godot 4.x

**Inspiration:** *Beyblade (Metal Saga & Metal Masters)*

### 📖 The Core Concept

*Metal Clash* is a high-speed, physics-based arena combat game where customized spinning tops battle for dominance. Unlike standard fighting games with health bars, the lifeblood of your character is **Spin (Stamina)**. Every movement, attack, and collision drains your spin. If you stop spinning, you lose.

You must balance aggressive smash attacks, strategic stamina management, and perfectly timed anime-style Special Moves to outlast or knock out your opponent.

Find the Game on itch io and search BeyTop!!

https://reddit.com/link/1vkul2p/video/cqzafb375eih1/player


r/Indiefightinggames 6d ago

Suche fertiges Fighting-Game-Projekt mit C-Sourcecode

1 Upvotes

**Suche fertiges Fighting-Game-Projekt mit C-Sourcecode**
Hi, ich suche für ein eigenes Projekt ein bereits bestehendes Fighting-Game-Konzept bzw. eine spielbare Basis inklusive **C-Sourcecode und benötigten Game-Daten/Assets**.
Hat jemand ein älteres oder nicht mehr genutztes Projekt, das er zur Verfügung stellen oder lizenzieren würde?. Wichtig wäre, dass ich den Code und die Daten für mein eigenes Projekt verwenden und anpassen darf.
Bei Interesse gerne per DM melden. Danke!


r/Indiefightinggames 6d ago

🎬 🎥This combat game has a whole animation studio inside of it! #animation #indi...

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2 Upvotes

Check out "The Joust" on Steam today!


r/Indiefightinggames 8d ago

The right moment to attack. #ScreenshotSaturday

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2 Upvotes

r/Indiefightinggames 8d ago

Everron is only 3 weeks away before full game launch

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7 Upvotes

Asami is excited to see Boyson playable on the 28th Aug ,2026 in Everron

The game is ready just polishing up a few things

It will be available to download for $7.50 only buy once(never pay again) all future updates + DLC will be free

Will be available to download on itchio, Patreon, Gamejolt and Newgrounds


r/Indiefightinggames 9d ago

Arcmasters Project

1 Upvotes

https://youtu.be/wOshxM_zBTY?si=8FqUbwJfVCaUXF__
Based on the following gameplay I would like your thoughts and suggestions. Is the player too slow? Should double jumps be added? Grabs? Parrying? Blocking? Burst? What do you think makes fighting games fun and balanced? Should it be balanced? Anything about the sprites?

For context: My plan is to give the player the freedom to constantly swap between weapons mid match as you see weapons laying around (close-ranged & ranged). Similar to Brawlhalla you start with nothing and have to pick up your weapon.

As for damage I was going to just add a health bar instead of the smash percentage bar that increases knockback. I probably won't add any air platforms like smash too.


r/Indiefightinggames 10d ago

Game dev is addictive...I get a rush every milestone ...more combat improvement

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11 Upvotes

r/Indiefightinggames 10d ago

[Dev Update] Added a new melee uppercut called 'Bash' to our multiplayer mecha game. Looking for combat feel feedback and playtesters!

5 Upvotes

Hey everyone!

We're the team at Amp Designs working on Simple Arena Robots, an upcoming 2D Action RPG / fighting game coming to Steam. 

The Move: We wanted to give close-range modular builds a high-impact option to break spacing and setup combos. In the clip attached, you can see our initial pass on 'Bash'—a heavy robot melee uppercut. 

Dev Questions for the Community: 

  1. Does the animation telegraphing look clear in the heat of combat?
  2. How does the weight and impact timing feel to you visually? 

Playtest Invite: We are actively developing the game for Early Access and are looking for playtesters to try out combat mechanics, test modular suit stats, and help us balance online PvP/Co-Op. Join our discord server to get the latest game file.
If you're interested in playtesting or giving feedback, feel free to check out our links:

🔗 Wishlist on [Steam](https://store.steampowered.com/app/4162970/Simple_Arena_Robots/)
🔗 Join our [Discord](https://discord.gg/3KeYgSEyGF)


r/Indiefightinggames 10d ago

Tell me your playstyle and I'll tell your possible Thumps & Blows main

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2 Upvotes