A Fighting Game

Discussion in 'Story Feedback' started by bigdamnvillain, Aug 17, 2026 at 4:49 AM.

  1. I wanted to see what it would be like to build a simple text-based fighting game using CHYOA's structure & variables. Here's what v1 looks like: https://chyoa.com/story/Fighting-Game!.75399

    I'm really interested to hear what people think of it? My plan is to write a story (or stories) around it, but it may not be worth the effort if nobody likes the game part. So let me know if you like the idea and would like to see it built out into an actual story? Or if it's just too clunky and you'd rather go play a sexy video game? All feedback welcome, and I'm of course open to suggestions for future development.

    Thanks!
    BigDamnVillain
     
    MidbossMan likes this.
  2. MidbossMan

    MidbossMan Really Really Experienced

    It was awesome seeing a fighting game programmed out with stats on here! I think it's one of my bucket list items too and there's definitely interest from the number of other "fighting game but it's sexy" stories you see pop up now and again.

    For some feedback on the story structure...

    One problem I ran into programming Robin Redd is the occassional frustration of tie hands causing a do-over in a round. While it's a perfectly fine game mechanic, it slows the pace of the reading a bit. Here, I think there is a possibility that if dodge chance is tuned too high, it'll have the same effect. After missing the knife attack like seven times in a row I started to wonder if it could actually hit, lol. Just a thought as you ponder the player experience, sometimes what's logical in the game standpoint can make for a frustrating loop-- it's something I have been taking steps to try to minimize if I can in my next game.

    Another thought, something I'm working on myself, is that you might be able to use the new action buttons feature along with if statements to reduce the amount of link chapters the player jumps through. I have yet to determine if that's a positive or not... I'm let you know once I release my next thing lol. My theory is that it could make the game feel more "gamey" and natural.

    In case you were wondering: Dinah beat my ass pretty hard! :oops: But maybe I wanted it that way.

    If you ever want to talk game structure some more just lemme know!
     
  3. Thanks MidBossMan!

    One of the main things I'd love feedback on is if the hit probability feels too low, too high, or just about right. I've played a couple games where I couldn't hit squat and others where neither of us could miss to [shrug]. It is worth noting knife is the hardest attack to hit with because it does the most damage.

    The other thing I want to implement in the next version is some penalties for having your back against the wall (ie someone retreated too often). But before I can do that I need to give characters some offensive way to push their opponent back rather than just having to wait for them to retreat.

    I don't know anything about action buttons, I'll have to read up on them! Yeah anything to reduce the number of click-through pages that don't add any content.
     
    MidbossMan likes this.
  4. MidbossMan

    MidbossMan Really Really Experienced

    Actually yeah I may have not been fully understanding the distance system either, I may have been screwing up even worse trying to do knife hits when not at the right distance!

    By the way, another thing that could be nifty as you walk towards a full version is to use some tags right in the chapter that'll refresh the player on stats like current HP and current distance from the opponent without hitting the variables tab; especially when clicking through link chapters I sometimes am too impatient to check, lol. Using the new meter feature for displaying HP in chapter would also give it a fighting game feel, I think!
     
  5. MichaelChaseLit

    MichaelChaseLit Experienced

    While I myself am not the one up to the task, I do admire anyone who pushes the game functionality to the limits on this website!