Nah don't worry! I was just asking because I couldn't follow development well and wanted to know what the status was!
Andrea "Jens" Demetrio
Creator of
Recent community posts
(Answering with my other account)
Thanks for the feedback and analysis! I was planning to add a mid-range leaping melee attack too and ways for her to stop the player from kiting. They are on my to-do list and I'm thinking how to implement them properly.
I wanted first to put this out because it was sitting on my hard drive and went full "screw that, we ballin'," even if it definitely needs more time in the oven.
Tbh the idea of making it a boss-centric game doesn't sound that bad. I might actually do that.
I hope go get a new version of it out this Summer!
Patrick Miller interviewed the organizer of the jam (cough) about it. You can find his article here:
https://bsky.app/profile/pattheflip.bsky.social/post/3mic46zxeuk2j
There's a limit to what judges can do, but this doesn't mean we won't try to enforce the rules.
As an example for what regards assets: if the submitter has a social media presence, a YouTube account and/or previous games where the model/sprite/music was used, we might find out rather easily. AI-generated art is also (still) pretty easy to spot.
For what regards AI coding: If e.g. the submitter is a staunch online AI advocate and has devlogs about vibe coding other games, we would double check them before allowing the game to be graded.
We can't read minds but we can make reasonable efforts to ensure a fair competition. This doesn't prevent people from cheating and we are aware of it, but it doesn't mean we don't have to try.
Of course we expect most participants to play fair, since there is no money involved nor a prize. If a breach is discovered retroactively, the game will be removed from the jam and publicly retracted. The indie developer community around fighting games is very small: being exposed for cheating in a jam where most of these devs are taking part in would put the transgressor in a bad position, career-wise.
Which engine are you using? Is split keyboard an option for two players?
Controller support is indeed a hard requirement because many people can't play fighting games on keyboard and because ghosting makes split keyboard multiplayer a giant mess.
The only way out I can see is to provide an alternative by bundling a well known third party tool, such as AntiMicroX or Joy2Key.


