Activity

mith

Shipped this project!

Hours: 66.38
Cookies: 🍪 873
Multiplier: 13.15 cookies/hr

I built a 2D stickman platform fighter inspired by Super Smash Bros where instead of health bars, you build up percentage and get launched farther the more damage you take. The game has a Story Mode with simple cutscenes and a Quick Smash mode where you fight random opponents, along with a big roster of characters and different maps with floating platforms. The biggest thing I learned is that how the game feels matters more than just adding features, since things like animations, knockback, and map design made a huge difference. I also learned how to organize my code better so I could add more characters and maps without breaking everything, and I spent a lot of time fixing bugs like freezing and attack issues which helped me understand how the game loop works.

mith

Near the end, I focused more on polish instead of just adding features. I worked on things like hit effects, screen shake, cleaner UI, better map flow, and fixing bugs with attacks and freezing. These small details matter a lot because they make the game feel smoother and more satisfying. The game still has room to grow, but it now feels much closer to the platform fighter idea I wanted from the start.

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I added different modes so the game feels more complete. Story Mode lets the player fight through opponents with progression, while Quick Smash lets players jump into a match faster. I also wanted the menus to be clear, so players understand what each mode does right away. This helped the game feel less like a test project and more like an actual playable game.

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Because the game uses stickman characters, animation is really important. If the characters move stiffly, the whole game feels unfinished. I worked on improving running, jumping, attacking, and knockout animations so the characters feel more alive. Even small details like better attack swings and launch reactions made the game feel much more polished.

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I worked on making abilities feel unique across different characters. I didn’t want every character to just have the same attack with a different color, so I focused on different weapons, ranges, and effects. Some abilities are better for launching opponents, while others help with spacing or pressure. This helped make characters feel more personal and gave the game more replay value.

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A big part of the game is the character roster. I wanted each stickman fighter to feel different, not just look different. Some characters are faster, some hit harder, and some rely more on range or special abilities. I tried to make the roster feel large while still keeping each character readable during gameplay. This gives players more reasons to try different fighters.

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The map used to feel too flat, so I added floating platform stages to make fights more interesting. Now players can jump between platforms, escape pressure, and attack from different positions. I wanted the maps to feel inspired by games like Super Smash Bros, but still fit the stickman style. Adding vertical movement made the game feel less repetitive and gave players more ways to outplay each other.

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I added a stock system so matches feel more like a real platform fighter. Each player has a limited number of lives, and they lose one when they get launched outside the blast zone. This made the game feel more complete because there is now a clear win condition. I also worked on respawning so characters come back safely after being knocked out instead of the match feeling broken or sudden.

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One of the biggest changes I made was switching from normal health bars to a percentage system. Instead of just losing health, players build up damage percentage and get launched farther when they are hit. This made the game feel way more exciting because matches can turn around quickly if someone lands a strong hit. It also made positioning more important, since being near the edge at high percent is dangerous.

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I started this project because I wanted to make a stickman fighting game that felt fast and fun right away. At first, I was only thinking about simple attacks and movement, but then I decided to make it more like a platform fighter where positioning matters. I wanted the game to feel simple to understand, but still exciting once the match starts. The main goal became making a game where players can pick a character, fight on floating maps, and try to knock opponents off the stage.

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mith

Shipped this project!

Hours: 40.19
Cookies: 🍪 402
Multiplier: 20.0 cookies/hr

Finished Stickman Dungeons!

This is a stickman RPG where you climb a tower, clear rooms, unlock doors with keys, and fight your way to the top to defeat the evil king. Each room locks when you enter, so you have to defeat all enemies before moving on, and the difficulty increases as you go higher.

I focused a lot on making the gameplay feel better than my last project. I worked on smoother movement, cleaner combat, and making each class feel different. I also tried to improve the UI and make it look less AI-generated by keeping everything simple and consistent.

Along the way I learned how important small details are, like enemy behavior, spacing, and feedback during combat. Even simple changes made a big difference in how the game feels.

There are still things I would improve like adding more variety and polishing animations more, but overall I am happy with how it turned out.

Would love any feedback!!!

mith

Added the boss and finished polishing the game.

The boss has multiple attacks and feels harder than normal enemies. I tried to make it feel like a real final fight instead of just a bigger enemy.

I also spent time improving:

  • UI so it does not look AI generated
  • spacing and layout
  • overall game feel

This project turned out a lot better than my last one. It feels more structured and more like a real game.

Still a lot I could improve, but I am happy with how it came out.

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Added more enemy types and started scaling difficulty.

Now there are:

  • ranged enemies
  • faster enemies
  • stronger enemies

I also tried to fix an issue from my last game where enemies would stack in one spot and become too easy to kill.

Now they spread out more which makes fights more interesting.

The game is starting to feel more challenging instead of just easy survival.

Next I am going to add a miniboss and then the main boss.

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Added the key system.

Now after you defeat all enemies, the final enemy drops a key and that unlocks the next room. It sounds simple but it actually makes the game feel way more complete.

You always know what to do:
clear room → get key → move forward

I also started showing floor numbers so it feels like you are climbing the tower.

Next I am going to add more enemies and start increasing difficulty.

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Implemented the tower room system.

Now when you enter a room, the doors close and you have to defeat all enemies before leaving. This already makes the game feel way more structured and less random.

Before this it just felt like walking around and fighting, but now it actually feels like progression.

I also started organizing rooms so the difficulty can increase over time.

Next I want to add the key system so you unlock the next room after clearing it.

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Added abilities for each class.

This was actually harder than I expected because I did not want them to just feel like basic attacks with different names.

Right now:

  • knight has heavier attacks
  • rogue is faster and has dash
  • mage uses projectiles
  • archer has ranged shots

I am still working on cooldowns and making sure abilities feel useful. Some of them felt weak at first so I had to adjust damage and timing.

I also added a simple system where you unlock abilities as you progress.

Next I am going to work on the room system for the tower.

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Started working on the class system.

Right now I added:

  • knight
  • rogue
  • mage
  • archer

Each one is a bit different but not fully balanced yet. For example the knight is slower but stronger, and the rogue is faster but weaker.

I want each class to actually feel different so it is worth replaying the game with another class.

This part is a bit tricky because I do not want them to feel the same with just different colors.

Next I am going to add abilities for each class.

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Started working on the combat system.

Right now I added a basic attack. It is still really simple but I am focusing more on how it feels instead of just adding a bunch of features. I am trying to make the timing feel right so it does not feel like you are just clicking randomly.

I also started testing things like:

  • how fast attacks should be
  • how enemies react when hit
  • small knockback

It still needs a lot of improvement but at least now there is actual gameplay.

Next I am going to add enemies so I can test it better.

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Got the basic movement working.

I spent some time trying to make sure it does not feel slow or weird. Even though it is just a stickman, I still want the movement to feel smooth and responsive. I adjusted things like speed and how fast the player stops so it does not feel floaty.

Right now you can move left and right and jump. It is pretty simple but it already feels way better than default movement.

I think getting this part right early is important because if movement feels bad then the whole game feels bad.

Next step is adding combat so I can actually interact with enemies.

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Started working on a new game idea. It is going to be a stickman style RPG where you climb a tower and fight your way up to an evil king at the top.

For this project I am trying to be more careful with how everything looks and feels. In my last game some people said it looked kind of AI generated, so this time I want to keep things simple and consistent instead of trying to make it too fancy.

Right now I am just planning out how the game will work. The main idea is that each room will lock when you enter, you fight enemies, and then you get a key to move to the next room. It is going to be more structured instead of random.

Next I am going to start working on movement and basic controls.

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Shipped this project!

Hours: 42.91
Cookies: 🍪 768
Multiplier: 17.9 cookies/hr

I liked playing the game :)

mith

I’m done with the inventory system. Everything is now fully working, including buying weapons in the shop, storing them in the inventory, and equipping them before a run. The progression system feels complete and ready for use in the game.

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Inventory system is done and fully working. Players can now buy weapons in the shop, store them in their inventory, and equip the ones they want before starting a run.

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Built the shop and weapon system, adding unlockable guns with unique stats, a persistent coin economy, and an inventory where players can equip their loadout before each run, strengthening long-term progression and making each playthrough feel different.

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I’ve completed the implementation of the wave system and all the main gameplay features. At this stage, I’m shifting my focus to refining and polishing the entire website. This includes improving the visual design, cleaning up the layout, enhancing the user interface, and making sure everything feels smooth and cohesive. The goal right now is to elevate the overall look and user experience so the project feels more professional, polished, and ready for presentation.

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After around 40 hours of work on Stickman: Last Stand, I’ve built out a fully playable core version of the game with movement, mouse-aim shooting, zombie wave spawning, and basic AI that actively chases the player. The main gameplay loop is already working, where you survive waves, earn XP from kills, and prepare for upgrades, and I’ve also structured the project into clean systems so it’s easy to expand with more features. On top of that, I’ve started adding polish like particles, screen shake, hit feedback, and a neon-style UI to make it feel more like a real indie game rather than just a prototype. Next up, I’m focusing on adding more zombie types, deeper upgrades, abilities, and overall game juice to push the experience further.

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