A downloadable game for Windows

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Perform backflips, break opponent parts, fire guns with explosive ammo, and exploit physics to win the round. It's a skill-based game that rewards spatial coordination and lightning-fast reflexes. There are no list of combos to learn, no special hidden combination of buttons to make the show. You can get ready to challenge an experimented player from the first round. Easy to learn, hard to master.

THE PUNCHES

Move toward your opponent and throw deadly punches using the right joystick combined with bumpers. The bumpers are for which arm you want to use: left, right, or both. The arms will simply follow the direction of your joystick, giving you an infinite range of actions. All melee damages are based on velocity, including kicks and headbutts. Your arms have guard position by default, and they block health damage.

THE STAMINA

The robot you control is an active ragdoll. It stands and moves by forces. The stamina controls how much force your robot has. Full stamina means maximum force to move and attack. When you take damage, you lose stamina, reducing your force. If your stamina approaches zero, your robot just crumples flat on the ground. Stamina will recover automatically unless your health also drops to zero, definitively ending the fight for you.

THE WEAPONS

Weapons can spawn in arenas. Grab them by simply pressing on the second range of bumpers. These bumpers are also for which arm you want to use: left, right, or both. The weapons will then come at you with an invisible force. Once you are equipped, simply use the punches rules to attack with the weapon: swing your arm with the right joystick while pressing the left or right bumper. If you are equipped with a gun in the right hand, then just press the right bumper to fire and use the joystick to aim.

All Available weapons:

  • Laser Gun (pew pew pew)
  • Blast Gun (load then big pew)
  • Laser Cutter
  • Laser Sword (god weapon)
  • Sword
  • Flail One Head (a big brutal ball attached to a chain)
  • Flail Two Heads
  • Flail Three Heads
  • Lash (a spectacular whip where each link deals damage)
  • Shield (can bounce gun fires)
  • Nunchaku

THE ARENAS

Battles unfold in four arenas, each featuring a ring-out zone where players can't linger:

  • Hot World: players will melt in lava.
  • Old World: players will be compacted in a giant press. Jump to escape it.
  • Outer World: players will be dismantled piece by piece in giant gears.
  • Meta World: players will be teleported back into action.

You can customize any arena with bounds:

  • The chains' bounds will bring a wrestling vibe. They can take damage and then will float in the air without gravity affecting them.
  • The Laser bounds add a dangerous limit, and players will be violently propelled with sparks a few meters up if they try to touch it.
  • The Field bounds are simply transparent walls that can safely contain all players inside the arena. You can still jump over it, but coming back will be difficult.
  • You still have the possibility to play without any bounds.

You can customize further by activating traps:

The LaserGrid trap is composed of loading beams that spawn in the air and end up falling on players beneath, cutting them into pieces.

It will alternate with the Saw trap, a set of brutal circular saws roaming the ground at high speed, destroying everything in their path.

CHARACTER CUSTOMIZATION

Before being launched into combat, you can customize each part of your robot, and they will play in your fighting stats :

  • Health Damage: how much max health damage you can do in melee.
  • Stamina Damage: how much max stamina damage you can do in melee.
  • Break Damage: this plays with the odds of breaking parts of your opponent in melee damage.
  • Attractor: this drive how much force is used to attract available weapons. Attracted weapons will tend to go to the player with higher stats.
  • Speed: how fast you can run.
  • Stamina Recovery: how fast your stamina recovers.

THE MULTIPLAYER

The game is local multiplayer up to 4 participants. You can enable online multiplayer with tools like Parsec. You can make teams of 2 and 3 players. (they will be same color). You can train in practice mode and play alone with bots.


A ONE-PERSON GAME

I am an ordinary guy who loves synthesizers and dedicates time to game development. To help me grow this game, you can:

  • Discuss it
  • Purchase it
  • Leave a review
  • Follow me on Twitter
  • Suggest anything in the official Discord !


Your support is greatly appreciated!

StatusReleased
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorAkimoto Akira
GenreFighting, Action, Simulation
Made withKrita, Unity, Blender
TagsArcade, Local multiplayer, Low-poly, Multiplayer, Physics, Retro, Robots, stickman
Average sessionA few minutes
LanguagesEnglish, Spanish; Castilian, French, Japanese
InputsXbox controller, Gamepad (any)
AccessibilityInteractive tutorial
MultiplayerLocal multiplayer
Player count1 - 4
LinksTwitter, Blog

Purchase

Buy Now$4.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $4.99 USD. Your purchase comes with a Steam key. You will get access to the following files:

inputchaos.zip 106 MB

Download demo

Download
inputchaos demo.zip 106 MB

Development log

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Comments

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Really enjoyed the demo! I want to try this game in my classroom with my students! I love the artstyle and weapons. animations are enjoyable and hilarious especially slow mo dismemberments. Controls felt responsive and intuitive. Button mapping would be a great feature as pressing forward to lean back was not coming naturally. 

Visually stunning and charming!

Thanks 🔥. There might be mapping options in a future update. For now the logic is : stick up = torso up, and stick down = torso down. 

Good stuff. Keep up the awesome work!

I was playing it and I liked it a lot, it's funny being able to control both arms separately, in a way it reminded me of toribash for all this about being able to dismember enemies and the crazy movements that are produced by moving the sticks randomly trying land hits. I leave you a video review which is positive and by way of presenting the game on my channel, I hope to see more progress of your game, congratulations on the project.

(+1)

Nice ! I'm glad you liked it. Cool video 👌

Thanks 😁❤

This looks fantastic!  Vector graphics like this are a thing that I love from my childhood.  I think the aesthetic has been lost but is slowly being rediscovered. 

Are you planning to put it on Steam?

(+1)

Thanks. Not really focusing on Steam right now, but it has a good place in the to-do list.

If you ever do, let me know.  There are a few devs who make vector style games and we would enjoy the company of a fellow like you :)

https://store.steampowered.com/bundle/21879/Vector_Graphics_Collective/

(6 edits) (+1)

Sharing some small bugs I've found and ideas/criticisms I have:

1. Starting new Death Matches with less players than you had in any previous matches causes rounds in the new ones to end only when the timer runs out instead of when one or no players are left alive, at which point those rounds either end in an Equality or with a non-existing player winning the round. The game still seems to register any removed players as participants.

2. Setting the time limit in Death Match to infinite, then leaving and returning to Death Match replaces the infinite option with 130 seconds until you cycle through the time options again.

3. Any settings you change go back to default after reloading the game. Also ticking/unticking the boxes used for the Sound and Music options does nothing.

4. The Overheat mechanic needs improvement. Waiting for your Stamina to recover once it runs out can leave you helpless since you can still lose Stamina to your opponent's attacks while you're recovering, and the Overheat gauge isn't forcing attacking players to back off after getting those consecutive free attacks, which means it needs to build up faster and/or decrease slower.

5. Weapons need limitations given how powerful they are. I think having them break after a certain number of uses (guns having limited ammo; the Blast Gun especially needs to only have 1 shot, the Sword, Flail, and Lash breaking after 1 or 2 hits, the Shield breaking after taking/dealing a certain amount of damage, and the Laser Cutter and Laser Sword having enough energy to be used for 5 seconds), as well as having a player drop weapons they're holding when they take damage would help balance them out.

Aside from that, this is an incredible game. Easily one of the most enjoyable fighting games I've played. For what it's got so far, this is really only Version 0.1?

(+1)

Your comment gives me a huge positive vibe. Thanks, a lot.

I will take it into consideration for the next updates. I think there are no real rules for naming version, but by calling it 0.1 I want to emphasize that this is the very first version released, and that the game has a lot of room for improvement.

tip : you can steal weapons

(+1)

Ah. I see. Well, if the game does grow from its current state, I definitely look forward to it. Considering this is your starting point, you've already done quite a bit. Also, I'll definitely give stealing weapons a try in the future, thanks for the tip. That might need to be added to the weapons tutorial.

(1 edit)

Hey there, back again with a couple more bugs/issues to report. I've got them on video this time. The 1st clip shows a bug where the Overheat Gauge still increases at normal speed during bullet time if you're trying to mash arm extensions (no torso turning), even though your fighter isn't actually attacking. The other 4 clips showcase how mashing arm extensions + holding your torso down can leave an opponent unable to recover. This ties in with the issue concerning the Overheat mechanic I brought up in my original comment. I've come to the conclusion that extending your arms may need to build up Overheat faster to mitigate this.

After seeing how stealing weapons works, I can now say that I no longer have an issue with the weapons as they are now. I'll cross out the 5th point in my original comment in recognition of this.

If you're still looking to update the game, would more color options for the players be something you'd be interested in? This is more of a personal request, 'cause I know I'd benefit from this, as I have a special set of tournament rules I'd like to test, and 4 participants (red, green, blue, purple) won't be enough for my tournament. I'd need at least 8.

(1 edit)

thanks for the report.

This overheat issue happen because I tried to find a way to limit mashing without using torso turning. This is a bigger problem when using weapon like swords or chains. What I did is increasing a fixed amount of overheat for each arm extension. But it's not perfect as it's rather inefficient at normal time and can be exaggerated in slow motion. I'm still looking for a better solution.

About the colors, I don't know. They're a max of 4 players at the same time, so to me it makes sense to limit at 4 colors. There is also the reason that more colors will be less distinctive. (like orange would looks too much like red, or unused weapons).

(1 edit)

Alright, I've done some further testing and learned how to backflip and frontflip at will, but more importantly, I think I've finally thought up a decent solution for the Overheat gauge.

Currently the Overheat gauge IMMEDIATELY starts emptying itself when you stop doing actions that would fill it, which is why repeatedly extending your arms doesn't really do much to fill the gauge, since there's a moment between button presses where you're not pressing any buttons, causing the gauge to empty in that time. So I think there needs to be a delay (like half a second) before the Overheat gauge starts to decrease. That should help limit repeated small attacks.

Also thought of an idea to use in substitute of additional colors/changing AI player setup manually. And I think this game could probably use this in the future anyway: the ability to save and quickly access your favorite builds.