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Fraymakers

Fraymakers

76 ポジティブ / 660 評価 | バージョン: 1.0.0

Team Fray,McLeodGaming

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GameLoopエミュレーターを使用してPCにFraymakersをダウンロードします


Fraymakers は、Team Fray,McLeodGaming によって開発された人気の Steam ゲームです。 Fraymakers と人気の Steam ゲームを GameLoop でダウンロードして、PC でプレイできます。「Get」ボタンをクリックすると、GameDeal で最新の最高のお得な情報を入手できます。

Fraymakers Steam ゲームを入手

Fraymakers は、Team Fray,McLeodGaming によって開発された人気の Steam ゲームです。 Fraymakers と人気の Steam ゲームを GameLoop でダウンロードして、PC でプレイできます。「Get」ボタンをクリックすると、GameDeal で最新の最高のお得な情報を入手できます。

Fraymakers 機能

What is Fraymakers?

Fraymakers is the ultimate customizable platform fighting game, featuring a cast of some of indie gaming's biggest icons. Duke it out with up to 4 players*, and call on assists to help out in the heat of battle. Create or play custom characters, stages, modes, and more for infinite fun!

Key Traits

  • Easy to pick up, hard to master - Fraymakers is designed to be friendly to new players and challenging and expressive for veteran players. You’re going to have a ton of fun whether you want a quick round with your friends or you’re looking to climb the leaderboards.

  • Rollback Netcode - If you’ve been part of the fighting game community over the past few years, you know that rollback is the gold standard for fighting game netcode. We’ve prioritized and designed around rollback from the outset of development, meaning that Fraymakers will provide the smoothest possible online experience.

  • Full Movesets - With over 80 animations per character, we've skipped nothing! Each character comes complete with every motion and attack you've come to expect from a platform fighter as well as some brand new techniques.

  • Assists - Choose from a massive selection of indie characters to unleash an attack, fire a projectile, buff your character, or inflict a special status effect on your foes.

  • ...And Infinite Expandability! - We designed both the game and our custom content editor to be accessible and powerful. We want the process of creating your own content to be simple and fun. Whether you're a player or a creator, this means that the possibilities are endless.

* Local multiplayer requires the use of a gamepad for each additional player (and keyboard may be used for one player slot)

もっと見せる

GameLoopエミュレーターを使用してPCにFraymakersをダウンロードします

Fraymakers Steam ゲームを入手

Fraymakers は、Team Fray,McLeodGaming によって開発された人気の Steam ゲームです。 Fraymakers と人気の Steam ゲームを GameLoop でダウンロードして、PC でプレイできます。「Get」ボタンをクリックすると、GameDeal で最新の最高のお得な情報を入手できます。

Fraymakers 機能

What is Fraymakers?

Fraymakers is the ultimate customizable platform fighting game, featuring a cast of some of indie gaming's biggest icons. Duke it out with up to 4 players*, and call on assists to help out in the heat of battle. Create or play custom characters, stages, modes, and more for infinite fun!

Key Traits

  • Easy to pick up, hard to master - Fraymakers is designed to be friendly to new players and challenging and expressive for veteran players. You’re going to have a ton of fun whether you want a quick round with your friends or you’re looking to climb the leaderboards.

  • Rollback Netcode - If you’ve been part of the fighting game community over the past few years, you know that rollback is the gold standard for fighting game netcode. We’ve prioritized and designed around rollback from the outset of development, meaning that Fraymakers will provide the smoothest possible online experience.

  • Full Movesets - With over 80 animations per character, we've skipped nothing! Each character comes complete with every motion and attack you've come to expect from a platform fighter as well as some brand new techniques.

  • Assists - Choose from a massive selection of indie characters to unleash an attack, fire a projectile, buff your character, or inflict a special status effect on your foes.

  • ...And Infinite Expandability! - We designed both the game and our custom content editor to be accessible and powerful. We want the process of creating your own content to be simple and fun. Whether you're a player or a creator, this means that the possibilities are endless.

* Local multiplayer requires the use of a gamepad for each additional player (and keyboard may be used for one player slot)

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情報

  • デベロッパー

    Team Fray,McLeodGaming

  • 最新バージョン

    1.0.0

  • 最終更新

    2023-01-18

  • カテゴリー

    Steam-game

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レビュー

  • gamedeal user

    Jan 19, 2023

    among us
  • Necro Flyer

    Jan 19, 2023

    this game was made by the people who made super smash flash 2 so I gotta pay them back for all those hours of fun in the computer lab
  • gamedeal user

    Jan 19, 2023

    UI is really messed up controller, USEast matches all seem to have 130+ ping, the game itself is lagging even in training mode. Premise seems good, but it needs some time in early access. This was written right at launch.
  • gamedeal user

    Jan 19, 2023

    Amogus is everywhere 10/10
  • snub

    Jan 19, 2023

    Hold on. Let him cook. (very promising game, just has a few issues which is to be expected of early access. if you're only interested in a finished product, then hold off. but if you want the experience of watching a game grow through early access(highly recommended by me take risk of rain 2 for example) invest now and see the fruits of your labor in the coming years. can't wait for what you've got in store team fray!)
  • Dr. Grip

    Jan 19, 2023

    You should wait for a bit longer if you want a complete game, but this stuff controls nice s'all I'm saying
  • Sanji Watsuki

    Jan 19, 2023

    There's substantial issues with the game that, unfortunately, have existed since the first tester build and still exist months later in the EA build. The rollback netcode has substantial issues. Even on low ping, the games don't feel very good. On higher ping, there are often extreme slowdowns or stutters. The game often desyncs and, to its credit, recovers from the desync after a huge delay. I ended up suffering desynced games multiple times in my first couple online games. In contrast to a game with OK-ish rollback like NASB, the online unfortunately is a real stinker and, on anything but the best setup, it's really rough. I'm not sure if there's a lack of an input buffer but something also feels off about how the inputs are going into the game. The input lag itself is fine. I measured roughly 2 frames of input lag at 60hz (~33ms) which is comparable to the faster games in the genre like NASB and better than Slippi on this same setup. Something is very wrong about the frame timing in this game. I didn't encounter this but many other people I know had extreme frame stuttering issues. I did, however, encounter unstable frame timings. Even with vsync on with a 13900K and a 4090, I was unable to maintain a reliable 120fps. I used NVIDIA's tools to cap it to 60fps and that made things *mostly* stable for me. This happened on both the DirectX and SDL settings. It also looks like the memory leak that has existed since at least the build at Heat Wave also exists in the game still? If you let it run too long, you'll need to restart the game because it'll really run your machine out of RAM. The music, however, is GOATed. I love the Super Soul Bros :)
  • maxi1024y5u

    Jan 19, 2023

    game has a memory leak, unable to maintain a stable 60 fps which is absolutely horrid for a fighting game
  • Crystal Mech

    Jan 19, 2023

    These are just super early impressions from my first hour of play, and isn't necessarily a hard 'not recommended' or anything. TL;DR, it has promise and potential, but overall the asking price is just a bit too steep to justify the content that's there right now. I'd wait until a few major updates down the road. I've played quite a few platform fighters before - every Smash game to date, Rivals of Aether, MultiVersus, Nick All-Star Brawl, Slap City, Project M, and yes, McleodGaming's Super Smash Flash games, which were no doubt the inspiration for this project. For a small team producing a free series of games, the SSF titles were very mechanically solid, and I'd argue can be just as fun as the genuine article. Fraymakers... I can say it certainly seems to be on its way there. I do like how the game plays - the controls feel intuitive and familiar, with extensive control customization (you can even map shortcuts to wavedashes and short hops, if you so desire). The three O.G. characters, Welltaro, CommanderVideo and Octodad, have easy-to-understand character archetypes and are all fun to toy with, and Orcane's Rivals of Aether moveset has been faithfully ported over with crisp animations and the addition of grab moves. The stages look great so far, the music tracks are excellent, and the assists are a very cool feature that add more depth and dynamic to movesets. The game also has workshop support already, and their custom content editor is available for modders to tinker with. I'm no programming wizard, so I couldn't delve too far into the specifics of that, but having access to that this early on is a huge boon for this game. With all that said, I have a few pertinent misgivings, and it's enough to caution you to hold off on purchasing unless you're really that eager to see what it plays like. First things first, there are a few performance issues. The online netcode at the moment is lackluster. Even with the game's recommended settings, I've experienced stuttering, intermittent freezing, and occasional frame drops. That said, I've had a few matches that were fairly smooth overall with little input delay. When it works, it works, but again, at the moment, most of the time it doesn't. Even offline, I've experienced a bit of brief slowdown on occasion, specifically in the training mode. I don't think it's enough to make it unplayable or anything, but it can be pretty irritating at times. Second, there just isn't enough content right now, plain and simple. See, a 4-character roster going into early access is a little on the light side and is a bit disappointing, but it's not the end of the world. That is, it wouldn't be if the animations weren't unfinished. Several animations for these 4 aforementioned fighters at this point are still in the sketch phase, for goodness sake. At least the hitboxes function properly as far as I've played, but compared to other platform fighters I've played, the hits don't feel terribly 'punchy' at the moment with little apparent hitstun, so it can be pretty difficult to tell who's winning in a move-vs-move scenario until one character is already sent flying. Furthermore, there aren't any victory animations nor taunts as far as I'm aware (I've tried all of the buttons I can think of), and the only currently-available mode is standard versus matches, with a bit of a focus on competitive 1v1. If this came out earlier, that'd be more understandable, but this game has been worked on for two years now. Again, I know the team working on it is fairly small, but I've seen many games with small dev teams that have more to show for them on early access launch than this did. I'm willing to give them the benefit of the doubt since it's the launch of early access and all, but it doesn't bode too well when the game's release had to be pushed back several hours because of a last-minute critical bug they had to fix, on top of some already-rather-cryptic release deadlines continually being pushed back over the past couple years. Third, while I do think assists are a cool idea, I do think they also could be implemented better. I haven't used all of them, but from the ones that I have, I dunno, a good chunk of them seem to feel a bit superfluous, at the moment? Most are straightforward enough - for example, there's Gunman Clive, who fires several bullet projectiles in front of him, or Captain Viridian, who can lift you up to help you recover or chase opponents on top of the screen. There are, however, quite a few that are difficult to parse what they do in the moment, though - some are so fast I barely see them on-screen, some appear to just be simple short-range melee attacks that I assume apply debuffs, and then there's ones like Rhythm Doctor that don't appear to do much of anything. There is some flavor text that tells you what they do on the CSS, but many are a little long-winded. I like the idea as a whole, but it needs a bit of polish - I know the idea was to keep them mostly short and sweet so it doesn't interrupt the flow of the match, but I think there should be a very brief screen-darkening and freeze-frame effect when they're summoned, just to give the players enough time to digest what's going on. That's the gist of it. Again, I think there's a solid foundation here with enjoyable gameplay, great art design and faithful representations of indie games. It does look like it's shaping up to be a great celebration of the indie scene of gaming, but it's still a ways away from being worth its current asking price. As updates get rolled out, I'll come back to this review and modify it to reflect how it is in a more complete state, but for the time being, unless you're truly pining for another new platformer fighter, I'd wait and see how it looks once it's had more time in the oven.
  • gamedeal user

    Jan 19, 2023

    TL;DR: Netcode is ass right now and 4 mostly-finished characters is not really enough to retain player interest, add some engine and control jank on top of that and you get a game that needs a lot more time to become what it's trying to be. This game needed like at least another month in the oven, the EA release being this horrendous is immensely disappointing since I was actually looking forward to this game. The most glaring issue is the netcode, which somehow makes Smash Ultimate's online look like the way of the future. Rollback tends to get really fucked by client-side lag, and despite its unassuming graphics, the framerate has a tendency to randomly absolutely tank. No idea how the online released in this state, you gotta be playing with another wired player who lives in your state for the game to be actually playable online. Beyond the netcode, the amount of content available at EA launch is frankly pitiful. If we compare this to Rivals of Aether (which had a very comparable amount of devs), that game launched with 6 fully realized characters for Early Access (and serviceable online handled by Code Mystics). On the other hand, Fraymakers has 4 characters at the moment (with two on the way at some point in the future), and they aren't even fully sprited. Granted, Fraymakers' artstyle operates in a much higher resolution than Rivals' AND each character has many animations that aren't in Rivals, but launching Early Access like this is admittedly quite strange. Only about half the base roster is actually complete. As an aside, Welltaro and Orcane both have cool movesets, granted Orcane is just a straight rip from his source material. Octodad and Commander Video both just feel uninspired and forgettable, feels like they just wanted to have some kind of Mario and Marth equivalents. This wouldn't be an issue if the game had like 8 characters, but 2/4 of the roster right now is just not very interesting, which makes it hard for me to care enough to want to explore everyone like I did with Rivals or Smash or even Rushdown Revolt. Now I play Rivals on keyboard, always have for my ~900 hours in that game. I don't think they had anyone test this game on keyboard, because there's no run/walk modifier button which is an absolute requirement for keyboard to not feel like trash in this game. Speaking of control issues, this game is pretty jank. There's (seemingly) no buffer, so you better be exact with your inputs or else you're gonna misinput a lot. Melee has no buffer either, but in that game it's justifiable because the movement is so incredibly fluid that the lack of buffer augments the gameplay. Here's an abbreviated list of control/movement jank in this game: <*> Dedicated wavedash button is mandatory since it's impossible to wavedash nearly that fast manually, not to mention how finicky manual wavedashing is (especially on keyboard) <*> Dedicated strong attack button is mandatory since the "A + B" input is frame-perfect and the "tap + A" input is too lenient (makes it very hard to do tilts) <*> No run/walk modifier for keyboard players is an affront to god (basically need a dedicated ftilt button, why) <*> You can ustrong and dstrong out of a dash, but not fstrong. Thankfully on keyboard you can plink down + neutral strong in order to quickly stop your dash and do the strong, but in practice this just means that fstrong is pretty trash on most characters because of how clunky it is <*> You can't B-reverse everything, which is particularly bad for Orcane's neutral-B <*> TECHING IS REALLY HARD. There's no buffer and the window is very tiny, and this game has weird hitstun. Expect to miss like 3 techs in one combo and then just die (skill issue I know, but teching is unusually hard in this game compared to every other platfighter on the market) The tester build for Kickstarter backers launched on August 31st and had the same 4 characters available to play back then. It's been 4 months and the base cast still isn't fully animated, which makes me wonder how the hell the team plans on adding anything to this game in the future with how slow the progress has been. Now I don't want to only be negative here. The roster is awesome, definitely lives up to its concept of a massive indie game crossover. The assists are conceptually super cool even if they're not perfectly balanced, but the game is in EA so wack balance is to be expected. The offline play actually feels quite smooth. Overall, the game has a ton of potential as it stands but I have no idea how Team Fray is going to recover from such a disaster of a launch, and the rate of progress in regards to content is definitely a cause for concern as it stands. Hopefully it can retain a playerbase, but that's something we'll just have to see in the future.
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