r/Indiefightinggames

▲ 39 r/Indiefightinggames+2 crossposts

Heritage Academy: Spells of War!

Been experimenting with some combo routes in Spells of War's training mode. Curious what the FGC thinks. This was captured directly in-engine, so there may be a little hitching, but I'd love feedback on the combat feel.

u/IamLordeyayaya_0 — 6 hours ago
▲ 14 r/Indiefightinggames+1 crossposts

Can a dash have personality?

Been experimenting with movement and spacing in Spells of War. Here's one of Yasu's dash mechanics. Does it look satisfying to use?

u/IamLordeyayaya_0 — 6 hours ago
▲ 98 r/Indiefightinggames+5 crossposts

[50+ Key Giveaway] The Joust

Dear all,

I'm the lead developer on an Indie Game project called The Joust and I'm here to conduct a giveaway!

The Joust is a physics-simulation combat game with more than 80 different classes to choose from, competitive PVP on four continents, immersive NPC opponents, and playable elephants. That's right, playable elephants!

The Joust is updated very frequently and has an evergrowing community!

We're hoping to invite many people from around the world to play our game!

As such, we've requested that Steam provide us with a number of product codes to share with the internet!

We'll be giving out AT LEAST 50 keys to members of this subreddit!

Most gratefully,

The Joust Development Team

edit:

A giveaway entrant suggested we link the game:

The Joust on Steam

edit 2:

We've given away a large quantity of keys and we're only getting started!

We're also livestreaming the NPC Theatre mode on Twitch right now!!! Please join us <3

TheJoustGame - Twitch

edit 3:

We've given away so many Steam Codes that we hit a rate limit. We will keep giving away keys once we're allowed to send more Reddit DMs.

edit 4:

We've officially filed a request for more Steam Keys and we're un-rate-limited to keep delivering the ones we've got available!

edit 5:

We hit a rate limit again! We'll keep giving the keys out as we're able to!

edit 6:
7/12/2026 - We're back at it to continue the Giveaway today!!!!

edit 7:

STEAM APPROVED THE REQUEST FOR MORE KEYS!!!!!!!!

edit 8:

8:00pm est - 7/12/2026

WE ARE STILL GIVING AWAY MORE KEYS

u/Java_Language — 5 days ago

What if a card game borrowed the best parts of fighting games?

This is Spells of War, the fighting game that inspired my tactical card fighter, Ayre Battles: Heritage Academy.

I'm still developing both projects, and I'd love feedback from fighting game players.

What stands out to you first? The character designs? The presentation? The UI? What would make you want to see actual gameplay?

u/IamLordeyayaya_0 — 3 days ago
▲ 10 r/Indiefightinggames+3 crossposts

This new game has deep fighting mechanics, and clever infinites / exploits for every boss (SoulQuest)

(Not sponsored, I'm only a player. Feel free to remove this post if deemed unappropriate)

This video shows the kind of busted stuff you can pull out on bosses in this game.
There's something like that for each of them, and each "exploit" usually only works for one or two bosses (there are 7).

I enjoyed SoulQuest (may 2026, Steam, demo available) a lot lately, and it really flew under the radar so I thought of making this post out of love for this game.
Pretty much 2d DMC-like, think Flynn:Son of Crimson or Vernal Edge, but the combat, while simple to take in hand, has a substantially high amount of quirks. Like in DMC-likes, you can clear the campaign once and move on, or theorycraft for S-ranks

You go through stages that mix parkour and determined enemy encounters (you later unlock an ability that allows you to skip pretty much all the parkour), and fight a boss every 5-or-so stages.
No puzzles. The puzzles are how you'll use your movepool to beat a given threat, and it gets pretty challenging.

Idk that's all. The game has its own Discord, link somewhere on Steam.
Thanks to let me use this subreddit, hope this game gets more love...

youtu.be
u/GroundbreakingCup391 — 3 days ago
▲ 2 r/Indiefightinggames+1 crossposts

Would you play a fighting game where you throw real punches at your webcam?

No buttons, no controller. You stand in front of your camera, it learns your specific movements, then you fight someone 1v1 in your browser. First to get knocked out loses.

u/Alchemist_humper69 — 3 days ago
▲ 80 r/Indiefightinggames+3 crossposts

Two-player balance/positioning abstract, looking for people to try and break it

Made a game called Tau. Each player has a tripod piece on a board of concentric rings, you're trying to push, block or bait the other piece off the edge. Simple deterministic rules with nom discrete movement. Digital version is free to play in browser, link below.

I was inspired to make this when I saw an add for a judo card game that had nothing to do with the actual mechanics of Judom I tried to design something that captures distance management and geometric reasoning in the way the martial arts demand.

Mainly posting because I want people who actually know this space to try and find holes in it. If there's a simple forced win in the base ruleset I haven't spotted it. Also curious whether the non-discrete movement is novel to people here or if this is a category I just didn't know about.

Tau-game.com

u/singlefemalelawer — 7 days ago

I built a browser fighting game with Smash-style knockback and a live leaderboard. 737 people showed up before I told anyone.

Built Toca Fighters over the last few months - a 2D browser fighter where knockback scales with damage, exactly like Smash Ultimate. No downloads. No install. Just open it and fight.

The game has 53 circle-shaped fighters, each with a completely different ability set. One does mind control. One runs a sports-attack kit. They play nothing alike.

I added ranked matches, a live leaderboard, fighter mastery tracking, and a custom fighter builder where you set speed, power, and a special stat. You can build a main and actually grind it.

Here's what surprised me: 737 visits in the last 30 days and I haven't posted anywhere. Nine people have already created accounts and started logging battle records.

I'm trying to figure out if there's a real competitive community here or if it stays casual. So I'm curious - what actually makes you stick with a browser fighting game long enough to pick a main and climb a leaderboard?

reddit.com
u/TheDonutLord123 — 8 days ago
▲ 13 r/Indiefightinggames+3 crossposts

Early gameplay of our lasso physics-party-brawler Outer Rangers. Two person team and our first game, let us know what you think

We've played way too much Gang Beasts and Boomerang Fu and never felt like there were enough games in the genre, so we're trying to make our own! We're still fairly early but trying to share and see what people think

Feel free to give us any and all feedback, it would be much appreciated. Figuring out everything as we go :)

Steam Page if you want to follow along: https://store.steampowered.com/app/4597660/Outer_Rangers/

u/BackInTheCoop — 9 days ago
▲ 6 r/Indiefightinggames+4 crossposts

My game launches tomorrow after 2 years of development!

This is kinda a shameless plug but I kind of need wishlists since my wishlists are low. I know this game is not made for many people but if you are into arcade 1980's themed fighting games I hope you will like this. You unlock characters through a free season pass and you level up by playing the game. I tried to set a fair price for this so I went with $2.99 with a 16% launch discount ($2.50). It would mean so much if you guys could check it out even if you don't buy it wishlisting it means more than you think. https://store.steampowered.com/app/4245500/ThrustX/

u/vazzav01 — 11 days ago
▲ 7 r/Indiefightinggames+2 crossposts

I've been building a browser-based fighting game engine with MUGEN character import support

Demo

Hi everyone!

I've been a long-time admirer of the MUGEN community, and over the past several months I've been building a project called Tarunk Engine.

The idea started with a simple question:

Why is creating a fighting game still so difficult, even with all the amazing work the MUGEN community has done over the years?

Instead of creating another general-purpose engine, I decided to build something focused entirely on fighting games.

Tarunk Engine is a browser-based Visual IDE where gameplay is built using nodes and graphs instead of writing everything from scratch.

One feature that's especially important to me is the ability to import existing MUGEN character data, so creators can continue building on the incredible work the community has already made rather than starting over.

The goal isn't to replace MUGEN or IKEMEN GO.

Those projects have built an amazing ecosystem over many years.

Instead, I want to create a modern workflow that complements that ecosystem and lowers the barrier for people who want to create or experiment with fighting games.

I'm also curious whether this could be useful for content creators who make Watch Mode videos, character showcases, or battle simulations.

The project is still in Private Alpha, so today I'm mainly looking for feedback from people who know MUGEN better than anyone else.

If you could change one thing about the current MUGEN workflow, what would it be?

I'd genuinely love to hear your thoughts.

reddit.com
u/Ok_Insurance7440 — 10 days ago

Would you play a game with only Spanish voice acting?

Hi there!

I introduced myself here recently, but I'm Widijou, and I'm developing Thumps & Blows, a chaotic stickman fighting game. I'd like to ask for your opinion about the game's voice acting.

As an indie developer from Spain with a limited budget, I can't afford full English voice acting. Instead, I recorded the Spanish voices myself with the help of some friends.

In the Spanish version, you can hear all of the voicelines, but in every other language, characters only use neutral voice lines, such as yells, screams, and the original names of certain attacks.

I made this decision because, from my perspective, players around the world are already used to hearing full English or Japanese voice acting in videogames, but voice acting in other languages is much less common and is usually reserved for local audiences.

There are cases, like in the Tekken series, for example, where most characters speak English or Japanese, while others also use lines in their native language. There are also games that are heavily inspired by a specific country or culture, so using that language feels natural.

Thumps & Blows doesn't really fit either of those situations, so I decided to keep the Spanish dialogue exclusive to the Spanish version. Lately, though, I've started wondering if that was the right decision. Keeping the original Spanish voices in every language could give the game more personality, but I'm worried that some players might reject the game because of it.

What do you think?

I've included two versions of the same character video introduction below: one with neutral voice lines and one with the original Spanish voice acting, so you can compare them.

Thank you!

Character presentation with neutral voice lines:
https://youtu.be/Xsi-_KQCUB8?si=8UkxKrloovDBPTD6

The same video with Spanish voice lines:
https://youtu.be/RkJpp245J2w?si=Ciq9TTW5dmGpbzpy

u/Widijou — 10 days ago