
Generic Fighter Maybe
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GET READY TO COMMIT A VIOLENCE!
GFM is a traditional-style, 4-button, side-view fighting game for 2 players. Featuring all the classic fundamental fighting game mechanics, complete with big combos, multiple defensive mechanics and meter management.

Press the Light, Medium or Heavy attack buttons to deal damage with your normals, and press the Dash button to extend combos or catch your opponent off-guard!

Learn your moves! While GFM only has 1 available character, it's fully equipped with 3 special moves and 4 supers!

Play right on the browser, or download the Windows version for better performance, fullscreen, and potentially better controller support.
FEATURES:
- Fully featured fighting game mechanics, combos, specials, blocking, throws, supers, you name it!
- Classic-style motion inputs for special moves. ⬇➘➡✊
- Extend your combos to unhealthy lengths with the somewhat unique GFM-Branded Dash button.
- Attempt to escape long combos by spending meter.
- Play against a friend locally or against a pretty decent bot.
- Keyboard and Gamepad support with full button mapping.
- Training Mode with visible hitboxes.
- Ugly low-effort artwork that was well-animated for some reason.
- Some really cool battle music.
- Cheer-up the sun by doing combos (doesn't impact gameplay but they'll be really excited)
- A character, probably.
NOTE FROM THE DEV:
UPDATE: Thanks for the support! Generic Fighter Maybe is now in full development and will be released on Steam!
Original Note:
Generic Fighter Maybe was a side-project I created for fun a couple of years ago, partly to test a development tool I created called Sprite Anchor. I finally decided to release it today as a free "demo" game, because even though I never intended to turn it into a complete experience, I felt like it was a waste to just leave it forgotten in a folder forever. Better let people play it!
As small as it is, it's a game that I already considered complete for the purpose it was created for. However, if people enjoy it and I see some genuine interest, I'd certainly be willing to continue development to potentially turn it into a full game. Or just to slightly expand it. Or to improve what's already there. So please let us know if there's anything you'd like to see added or changed!
CONTROLS AND TECHNIQUES:
Gamepad:
- Movement: Left Stick & D-Pad
- Light Attack: X
- Medium Attack: Y
- Heavy Attack: B
- Dash: A
Keyboard:
- Movement: WASD (P1) - Arrow Keys (P2)
- Light Attack: J (P1) - Numpad 4 (P2)
- Medium Attack: K (P1) - Numpad 5 (P2)
- Heavy Attack: L (P1) - Numpad 6 (P2)
- Dash: I (P1) - Numpad 8 (P2)
All controls can be remapped in the options menu.
Extra techniques:
- Block: Hold a direction away from the opponent.
- Parry: Tap forward right before getting hit
- Throw: Light + Medium.
- Combo Escape: While getting hit: Press Dash (requires 1 bar of meter)
- Burst: While getting hit: Press Dash + Any attack button (requires 2 bars of meter)
- Super Store: During a Super Move's startup: Press Dash (requires 1 bar of meter)
- Taunt: Light + Medium + Heavy
Check out the Pause menu too for additional info on Special Move commands!
Other Games by Astrobard:
- The Amazing Crackpots Club! A Pong-Like Platform Fighter about making potions explode.
- M.I.C.E: A hyper casual arcade game about a mouse UFO stealing earth's cheese.
- The Fading Gaze: A puzzle game about line of sight, created for the LAGS Gamejam 2025.
| Status | Prototype |
| Platforms | HTML5, Windows |
| Rating | Rated 4.8 out of 5 stars (146 total ratings) |
| Authors | Astrobard Games, Khao Mortadios |
| Genre | Fighting |
| Made with | GameMaker |
| Tags | 2D, Arcade, combos, fighter, Indie, Local multiplayer, Two Player |
| Average session | A few minutes |
| Languages | English, Spanish; Latin America |
| Inputs | Keyboard, Gamepad (any) |
| Accessibility | Configurable controls |
| Multiplayer | Local multiplayer |
| Player count | 1 - 2 |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- Join the playtest on May 1st!52 days ago
- Fuluglugli VS Glorbolgo: Full matchJan 01, 2026
- GFM is coming to Steam!Sep 02, 2025
- New options: Difficulty, Time and Rounds.Aug 29, 2025
- New language option and improved input detection.Aug 03, 2025
- Training Mode's reset button can now be changed!Jul 30, 2025






Comments
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oh my god its a masterpiece GOTY
its stuck on the thing how to play or enter the game
This game dosent waork for me i cant come over the loading screen
same
Played the demo, can't wait for the full game.
I really like the combo possibility but I wish there would be more varied amount of characters
I just found this game on youtube, and I really like it, the moves all feel good and are telegraphed well, the cpu is surprisingly difficult, everything about this game just feels nice, good job! It really inspires me and the fighting game project I am working on
How do you get the CPU To work? Kind of confused on getting it working.
Hey Khao! I'm working on a platform for high quality browser games and I'd love for you to be a part of it!
It's Player3.gg
I'd love to tell you more about it if you're interested!
In short, the game is very cool, but there is a downside. I can only play it on a laptop. The browser version is not full-screen, and I think that in that darkness, you could add controls for phones or tablets. I know that the game is designed for laptops and gamepads, but I would still be very grateful if you added controls for my tablet.
I’ll be honest — I got completely obsessed with this game. I found it around two days ago, at night, and I haven’t stopped playing it since. Every time I open my pc, I open GFM. Perhaps it was the input map on the Training Mode—it helped me realize what I’ve been doing wrong while playing past fighting games, and though this is a bit embarrassing to admit, this is the first time I figured out how to do combos consistently.
That being said, I’m here because I have a couple of bugs I’d like to report:
That being said, I’m all-in on this game now! Can’t wait for the full release, I think I’ll lock myself away in my room to figure out all of the characters then LOL
Thanks for the comment! I went through my own fighting game awakening not too long ago, so it feels pretty great to know that this game did the same thing for someone else!
I think I already fixed those bugs on the most recent internal version, but thanks for reporting, I'll double check just in case!
The low health animation (raise arms > fall) is the only only one that's conditional, the others just play randomly. Excluding the big one for the final round, of course.
does anyone know how to do speacials and supers with keyboard
amazing dbfz (or fighting games similar to that) fangame
I DID IT!!! AFTER SO LONG!!! I FINALLY LABBED A TOD!!!
The Corkscrew Tornado! (requires stored Roll):
j.H, M, H, 214A, 623A, 214214H, (on final hit) 63216H, 6D, M, H, 6M, 3H, 214A, (wait to land), M, H, 6M, 3H, 214A, 623A, 214214H, (on final hit) 63216H
This took me literal DAYS to fully lab out, but it puts your opponents health to EXACTLY ZERO! I can't wait to enter the tournaments of this game :)
if y'all like this y'all should try monster battlegrounds
thanks for the ad, Monster Battleground dev
nah dude im an unpaid intern
100%
Not the first time a guy who made something great happened to be Chilean.
btw, w combos
the sheer variable of the combination of the keys leaves me constantly uncovering new combos
so fun!
ab. so. lout. ley. AWESOME
The game is fire ! There's nothing quite like it.
Pls releas gaem when !!?
What's the progress like? Any idea when we can play the new characters online?
Actual progress this month has been pretty slow because my focus mostly shifted to finalizing an update for a different game. But still, the new characters from the trailer are almost completely done, and I'm making some much needed upgrades to menus and UI. Online will take much longer, but I want to hold an offline-only public playtest as soon as possible so that people can try the new characters out.
how do you do ultimates im lost
much love from zlorbglorb
i played this with my friends in school, it was really fun!!
Absolute peak
My brother with me very liked this
D.Y.K., you can win against another yourself, even of you just map the same controls, with movement mirrored of course, by spamming the specials?
Is there gonna be a fullscreen version in the browser?
you can use the iframe (https://html-classic.itch.zone/html/14797852/index.html) and press f11 on windows/ctrl-cmd-f on mac
I'm running linux without an F11 key...
Is the tatsu cancel into DP just a normal gatling and I'm just having a skill issue or is there something I'm missing?
Just wondering, hows the development going on this game?
It's going! The current internal version has 3 characters in a near-completion state with the fourth one about halfway there. Once those are 100% done, we'll probably switch gears to completely focus on online play while we plan out the remaining content. This weekend we'll be showing off a build at local gaming festival (in Chile) and that'll be the first time these characters are gonna be publicly playable. After that, we'll very likely start talking about holding public playtests on Steam!
Gotcha, thanks!!
Also, can we have a mode in (Training) where the CPU does nothing? I keep having to wait to retry a wall combo because it keeps blocking.
Training options are definitely in the to-do list!
Bro, the (very easy) CPU parried every single one of my hits.
I COULDN'T LAND A HIT!
I'll admit that I didn't put too much effort in the extra difficulties. Easier modes mostly just get worse at comboing. It will get better.
You didn't stop the hurtbox after death. Not sure if intentional
Most things in the game that just work in a really weird way that feels really silly were basically kept that way because they made me laugh. This is definitely one of them lol.
It may end up being removed if it proves to be too obnoxious.
I just made a sport out of it. Here. It's silly.![]()
I will say that it is easy to delay the game to an unfun point, so make it a setting please.
how do i do attacks with the curves for movment i try pianoing but it dosent work (keyboard)
Example: Large Fist... Inputs: (Left)(Left+Down)(Down)(Down+Right)(Right)(Left)
I'm listening to the Hatsune Miku cover of big shot right now (peak)
Peak smooth fighting game experience. Excited for the full steam release o7 o7
this snafu is wayyyy to high quality. Jarvis, coax this game further please
played this game on my school 1v1 my friends this is the best fighter game i ever played there and put new characters and map NOWWW!!!!!
W GAME!!!!!!🤑🤑🤑🤑🤑🤑
this shii FIRE twin
this genuinely might be my favorite fighting game ever
I'm not even lying
This has given me so much joy and yet I have not even played it that long
the art style fits the game play perfectly
there are so many little details that I think might be bugs but I love anyways
if this game was $100, I'd find a way to buy it (don't make it $100 please)
thank you so much for making this game
It cured my illness, my dog has a PhD, and I found a crisp $5 on the ground since I have played this game
An example of a detail that I found that I am not sure if it is a joke.
after the little slow-mo thing that happens when you violence an opponent will happen again if you continue the combo
I love this so much don't patch it out
If you kill the opponent in the training room the game will freeze and character's victory animation will play but it'll just stay on that screen.
Oh yes I ran into that a couple of times. You can just press the training reset key twice (spacebar by default) and things will go back to normal. But yes I'll do a proper fix at some point.
Also, good job lol. Figuring out how to kill in training mode is not easy.
Ok thanks.
I don't know if it's intentional, but after doing a launcher or launcher into L > M > H in the air, the opponent will be in a juggle state where you can just fireball over and over, and it won't push you back so you can infinitely juggle your opponent (Even leaves you kinda safe if they try to burst out since fireball is pretty low endlag)
Definitely not intentional. It seems like combo scaling is not being applied to the fireball for some reason and I never noticed.
I love this game, I just love generic fighters I can play in a browser mainly