Etehfowr Against is a 2v2 simultaneous fighting game, and was made in Love2d over the course of 2 years. The game's pre-development started in 2015 (I learned how to program in Lua for this project!) I designed all 8 characters with their movesets as well! Each character's animations was made in mspaint and colored/edited in photoshop. The game was released in May 2021, with a final update appearing in january 2022, with the addition of the character RaidGirl and a secret Moon stage.
Overall, I'm proud of the game I made here. Originally called "Arcade Quest" until the developer of STEEL ASSAULT told me it's a bad name (He ain't wrong!)Etehfowr Against, named after the band FOR AGAINST, is an agressive game. It's fun using different team compositions. It was my first REAL game (I'm pulling a Zach Cregger & Greta Gerwig here). I did not know how to properly set up arrays and a lot of the heavy lifting was done by multiple programming libraries that I used. I also think the game is designed way too much around the central system of the timers, which causes a lot of snowball-effect matches. A complaint I wished I addressed earlier was a lot of the characters feel homogenous. Everyone's dash attack is roughly similar (except lemrojam) and since 2022, I'm moving away from design choices that seem to negate or ignore the idea of "space" between the characters. I tried to rememdy this with the final 4 characters (lulz, tenpenny, lemrojam, raidgirl) by introducing unique mechanics to them (Lulz's gun, lemrojams lemonade meter, Tenpenny's sword, Raidgirl's roaches) but those mechanics really did fall flat.
Additionally, as much as I liked the timer idea, I would probably drop it for the sequel. A lot of newer fighting games have trended towards meter-based design. This is not a bad thing by itself, but I would like to make a fighting game where spacing is extremely important. Don't get me wrong, resources in game design makes your title look like it has depth, but if those resources all lead to similar results, then what? I think what has happened with the game is simply, it wasn't made with intent. I think that's a very honest mistake for a beginner to make. You really don't know how a mechanic will play out when it interacts with multiple things. The throw game is so lackluster. When I started working on EFA, the original design also required for there to be no blocking. Every character was going to have armor/super armor that would break after 1 hit. I'm glad this ended up not happening, but it's obvious throws were added in last minute. When I played fighting games around this time, I didn't understand throws. I didn't understand that its a good idea to be invulnerable while doing them. Didn't understand that they can afford an opportunity to combo and didn't understand the importance of knockdown. Speaking of Knockdown, this game didn't have it! Throws and Knockdowns in a team game are extremely important! Novice players won't realize it gives them breathing room to perform set ups + figure out how to get out of trouble.
Now when I see this game, I'm fond of that period of time working on it and finishing it up. I made some great friends, had some great moments, and everything was very carefree. I got into my first serious relationship at this time too. Sasha the dog was based on my childhood pet. Lulz was a character my brother made up in middle-school. The background you see is the japanese restaurant Kenka, in New York City near Astor Place. It's underneath the punk rock thrift store Search and Destroy (same owner of Kenka!) I didn't make much money at the time, but that government stimmy really kept me afloat. Everything that seemed impossible became possible. I died my hair blonde for the first time. I went out to picnics and parks and concerts. I was doing new things, all the time. Whatever I wanted to say about my youth, it's all in that game. It's all mis-shapen and busted heart. Even if it's not explicitly stated outright, Etehfowr Against is a snapshot of my 2021.
Check out this article @ Supercombo on the game.