FireBox

FireBox is a head-to-head test of reflexes and mind games where every decision matters. Dash in, bait a block, or pelt your opponent with Fireballs from a corner. Quick rounds keep the pressure high, and each match feels like an intense battle of wills and button-mashing.

FireBox is a minimalist two-player fighting game built around the “Fireball–neutral–triangle.” Special care was taken to preserve the elements required for a fair fighting game. Hitboxes are represented as progress bars to visualize start-up lag while providing a clear indication of where an attack strikes. The game features customizable skins and an input system inspired by Street Fighter–style arcade machines.

Originally built with a small team for a Software Engineering class, this was my first experience using Godot (version 3). My contributions included the character controller, fireball system, and skin selector. 

I’ve dusted it off from my archives and posted it here to showcase my early steps in game development. It represents my history more than my current craftsmanship but I hope you enjoy it all the same!

How Rounds Work

  • Deal damage while avoiding getting hit.
  • Two forms of blocking:
    • High Block: Hold away. Blocks moves above the knees.
    • Low Block: Hold down + away. Blocks mid and low moves.
  • Timeout: If the clock hits 0, the player with the least damage wins.

Controls

Action Player 1 (WASD) Player 2 (Arrows)
Move Left / RightA / D /
DashDouble-tap A or DDouble-tap or
Crouch / DownS
JumpW
AttackSpaceH
High BlockHold Away
Low BlockHold Away + Down
ParryPress forward RIGHT as an attack hits you!
PauseEsc

Normal Attacks

Move Input Notes
Jab (Mid)Attack with no directionFast mid strike
High Punch (High)Forward + AttackCovers upper hits
Kick (Low)Down + AttackLow-hitting move
Jump Kick (High)Attack while jumpingAerial strike

Fire Attacks

Note: All directions are relative to your opponent. “Forward” means toward them.

  • Fireball - - , then press Attack.
  • Flame Punch - - , then press Attack.

Facing can swap during play; inputs always remain relative.

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