This game was programmed from scratch in C using the Raylib Framework

All art, sound effects and music were created by me during the jam period.

= Controls =

  • Z : Punch
  • X : Kick
  • LEFT / RIGHT : Move
  • DOWN : Dodge roll
  • UP: Eat Onigiri
  • ENTER : Pause

= Gameplay =

  • You must face 9 rounds of increasing difficulty.
  • Your last opponent in each round will always drop an   Onigiri , which heals you partially.
  • Your final time is displayed in seconds. 
  • To restart, pause and return to titlescreen.


My current highscore:




= Disclaimer =

  • Gameplay and character art takes inspiration from by Electricman 2.
  • Monochrome LCD shader is based on that of the Sameboy emulator.
  • BRAWL sound is inspired by Samurai Kirby;



Download

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Brawler Mac 1.9 MB

Comments

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(+1)

This looks amazing! I'm also developing in raylib, and I'd love to ask how you did the intro animations! Is there a tutorial for that somewhere?!

Thanks! The splash screen animations use a simple state machine very similar to this Raylib example, only my 'frameCounter' is actually a float that counts up at a constant rate scaled by deltaTime eg.

deltaTime = GetFrameTime()
framesCounter += deltaTime * 60
(+1)

wow, this game is great! It feels responsive and the fights are interesting. I think with it being written in C it could actually run on the nokia 3310 as well.

Also good work on the sound effects!

Thanks! If I can get the 3310 development kit to work I might try porting it! To make the sounds for stepping I had to play notes really fast to make it sound like noise, but I know that the ring-tone maker on the 3310 was limited to 16th notes, so if I did make a port, I'd have to figure out if I can play notes faster than 16ths. If not I'd have to change some of the sounds.

(+1)

This is really awesome! Did not expect a 3310 beat em up. Would be nice if the enemy lifebars appeared on the right when currently engaged.

Thanks very much! I did originally implement enemy lifebars, but I felt they cluttered the screen too much. I suppose I could have just shown one lifebar for the last enemy that you damaged.

(+1)

Yes, I was thinking that, similar to how streets of rage did it. The life bar of the current/last engaged enemy appears, only one life bar at a time. In this case, I was thinking on the lower right, and not above the enemy heads. To reduce confusion and clutter, you can probably make the width of the enemy smaller too (if you decide to implement the life bar).