A concept engine for a potential fighting game. Blue Mario is controlled by arrow keys, and uses I for standard attacks, P for special attacks, and O to dodge. Brown Mario is controlled by WASD, and uses Z for standard attacks, C for special attacks, and X to dodge. Full game mechanic explanation: Defeat the opponent by making them run out of HP. To reset a game, press the green flag. All attacks change depending on whether you are only pressing the attack button, press the attack button while moving left or right, press the attack button while jumping, or pressing the attack button while ducking. Basically, attacks change Smash Bros. style. Standard attacks will be completely different when used in midair, whereas special attacks stay the same. Mario has a midair jump, and you can fastfall by pressing the down arrow (or S for Brown Mario) in midair. Attacks stale when used too much. You'll know an attack has staled because gray smoke comes out of you when you use it. Stale attacks deal less damage and won't cause any knockback or hitstun. You can unstale an attack by using other attacks. Some attacks are multi-hit attacks, which means holding the button you used to perform the attack will make you perform different attacks. Some attacks are chargeable, which means holding the button you used to perform the attack will make it powerful when you release it.
All art and coding was done by me. If you use any code or art from this game, please credit me :) Sound effects are from themushroomkingdom.net/wav.shtml and noproblo.dayjo.org/ZeldaSounds/ I'll probably expand upon this game in the future, but I've released it now to get feedback.