A downloadable game for Windows

Welcome to 52Beatup!

52Beatup is a Deck-Building, Fast-Paced (Like Really Fast-Paced), Fighting Game!

Why "52Beatup"

the Name '"52Beatup" is based on the Joke card game "52 Pickup", where you'd throw all of your cards into the air and force people to pick them up. 

In thematic symbolism, I am throwing away all forms of the traditional fighting game "Honesty" for this game. This is not an "Honest Grounded-Based Footsies" game. You can, under the right circumstances, get one shot on round start. Chip Damage is pretty heavy. Counter hits do insane damage. And with the right cards, you can make the grappler move fullscreen in a blink of an eye.

Cards?

After every round, 3 cards will appear with certain buffs that each player can pick (The loser of the round, of course, goes first). These cards have varying effects, here's an example of some!

  • 400% Damage if you land the first strike (If the opponent blocks, this card is nullified)
  • Level up both of your Special moves, up to a maximum of 3 times!
  • More Speed (Specifically Movement speed. Frame data will not change.)
  • Lifesteal
  • Faster, and Longer Dashes

Want to be a zoner with next to no speed, but as a tradeoff, you have mor HP than a grappler? How about giving the Grappler a half-screen, unreactable mixup with incredibly high speed? With the right luck, any build is possible! 

Pulling the Metaphorical Fighting Game Band-aid off stay with me here

Here's where I get into the, more interesting fighting game design ideas of 52Beatup! Strap in!

  • To make "building your character" more plausible in a single game, 52Beatup is a first to 5 or Best of 9 game. This is also why the game is incredibly fast-paced. Combos are high damage, very freeform, but very fast. Chip damage is very high. There's a Guard Meter that depletes VERY fast.
  • 52Beatup does not have highs or lows, just Mids. While for some this may be jarring, trust me, I've tested both, it's for the better. If this game had Highs and Lows, every single round would look like this round start. To compensate, every character has an instant 8-way airdash, and grabs can be used out of dashes.
  • You start with ALL resources round start. To balance this, both of your special moves cost 1 bar of meter. You can do a LOT with meter, and have a lot of it, but its up to you to conserve it, because you will run out fast if you go willy nilly.
  • This Game Relies on a good deal of RNG! The game has a built-in luck system to stop a player from obtaining an incredibly strong card early on and proceeding to steamroll. Additionally, cards that completely change matchups or data of characters aren't in place.


..still here? Nice.


Peep the Roster!

CURRENT ROSTER

Alan

The Socially Inadept Martial Artist
Balance Type
Preferred Range : Mid/Close

Alan's got what you'd expect from the "Fighting Game Shoto" Trope:  Good Buttons, a Projectile, an Invincible Anti-air option, and a Parry.. that also can parry grabs.

Haley

The Mechanical Powerhouse
Power Type 
Preferred Range : Close

Haley is your go-to "Unga-Bunga" character. With very similar moves and playstyles to other fire-wielding fighting game protagonists, Her kit involves strong pressure, fakeouts, and Damage so high you'd think that this game wasn't playtested beforehand. This comes at a cost, as her neutral can be pretty booty.

Magnus


The Thundering Guitarist
Pressure Type  
Preferred Range : Mid

Magnus relies on HEAVY pressure and damage, along with huuuuuuuge normals. He never learned what a "Mixup" was, but he doesnt really need to. He may be slow, but he can swing the hell out of his Guitar.

Vanessa


The Spontaneous Klutz Who Somehow Obtained a Yo-Yo That's
Definitely Illegal
Zoning Type   
Preferred Range : Far

Vanessa relies on her multiple long normals that can be chained together, along with an Aggressive anti-air game. Packed with 2 Anti-air Normals, a DP, and a Super that Exclusively hits Airborne opponents!


Want to keep updated with the game? Here are some socials!:

Twitter: https://twitter.com/robe_by

Discord: http://discord.gg/hxpt3MBz2A

StatusIn development
PlatformsWindows
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
AuthorRoeb!
GenreFighting
Tags2D, competitive, Deck Building, Experimental, kusoge, Multiplayer, Pixel Art

Download

Download
52Beatup v0.2 Hotfix.zip 296 MB
Download
52Beatup V0.3.zip 296 MB
Download
52Beatup V0.4.zip 296 MB
Download
52Beatup V0.4.1.zip 296 MB
Download
52Beatup V0.4.2.zip 296 MB

Development log

Comments

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good!!!

can you put me in the game haha :) not playable just in spirit

(+1)

I am reporting a bug. When you finish a match and go to the character select screen from the winners screen, you can't get farther than selecting the costume for the first character. The only way to play again is to go back to the main menu.

I would also like to say that this is a really good game!

(+1)

just a note you can special cancel things super early which looks really wierd and can mess up stuff if you cancel a move before it comes out

(+1)

this game is amazing! The whole game feels so smooth to play. The combos, movement, sprite work, and mechanics are all phenomenal. Great job, cant wait for future updates and characters!

(+1)

is there 52 characters?

i wish lool, theres 4 for the demo, and theres 52 cards!

(+1)

Haven't gotten to fiddling with gameplay yet, but I can't seem to reassign buttons when prompted using a DS4 controller. I should prolly add that menu controls also feel inconsistent, options using d-pad while the main menu uses analog is one instance I remember.

(+1)

Yeah, changing controller input broke last minute, working on a hotfix for that! Thanks for the feedback!

(1 edit) (+1)

Thanks, I can set remap my buttons now! Though, there is still issues regarding menu controls and button mappings resetting to default upon quiting a match.
The combat is dope, just a lil janky with the collisions and maybe the consistency of air combos right now? I try to go for delayed j. attack juggles and sometimes I can follow those up and sometimes I can't.

EDIT: Forgot to mention that you can't push people by walking/dashing into 'em. Is that intentional?

(+1)

Incredible Demo! Can't wait for the full release!

ty!!

(+1)

it gives me an option to install on the itch.io app but nothing happens

(+1)

Sorry, the game isnt out yet! I'll let you know when a build is out.

(+1)

Its out!

(+2)

GIVE ME THIS GAME NOW IT LOOKS SO SICK

(+3)

The art is so freaking good

Thank you! The Character portraits were originally made by "Bear", the concept artist for "Holomento"! Then I digitized and turned into them into pixel art!