Indie Clash

WARNINGThis article does contain SPOILERS for multiple pieces of media. This is most prevalent in fighter descriptions, move sets, and stage soundtracks.
Indie Clash is an indie game crossover action platformer fighting game developed and published by FruitBits. The game is a “platform fighter” akin to the Super Smash Bros. series of video games. As the name implies, the game primarily features video game characters and settings from the independently made video games. While the majority of indie games chosen to be represented are mostly picked from games that appeal to the creator specifically, the crossover itself intends to be a celebration of indie games as a whole. 
Indie Clash is a reboot of a previous FruitBits game, Clash X, which was a one-on-one traditional fighting game with platformer elements. This was changed due to the belief that the featured characters would fit better in the platformer fighter style, allowing the game to be more accessible. The tester build for the game was launched September 14th 2022. The base version has yet to be released.
The gameplay of Indie Clash is heavily inspired by the Super Smash Bros. series of games and the mechanics of the M.U.G.E.N title, Card Saga Wars. In this platform-based fighting game, up to four players are tasked with knocking each other outside the boundaries of a stage to win. To do so, players must deliver damage to each other via attacks. A player’s damage total is represented by a number that begins at zero and increases its percentage as they receive more damage. The higher a fighter’s percentage, the easier it will become to launch them off the stage. If a player ever is to fall off the stage, they can attempt to recover by jumping back, but failure results in them falling out of bounds, resulting in them being “KOed". Players can also enable various items to attack enemies or grant them power-ups, erupting the chaos on stages in casual play.
Unlike the previous entry, the game is no longer a traditional fighter - but still uses a simplified control style compared to other fighters. Every player can move and can jump at least twice in one succession. Attacks are generally performed by pressing a button while aiming in a chosen direction. One button is used for "normal attacks,” more traditional attacks, including several grounded and aerial options. Another button is used for “special attacks,” which every fighter has four of, dedicated to performing more unique and complex attacks. Every fighter in the game has an entirely different set of special attacks than others, giving incentive to choosing different characters. Another button can be held to release a shield in front or above the player to negate attacks from other combatants or perform an airdash in a correlated direction to gain momentum if the player is airborne. Players can also charge up a gauge called a “Clash Meter,” implementing a mechanic more seen in traditional fighters. Every character has three different leveled Ultra Clashes, each releasing a super-powerful attack that gets stronger with every level.
Each playable character has a unique move set for themselves that resembles abilities and actions that they perform from their source material. Every character also has other differing properties, such as weight, amount of jumps, speed, and size. Alongside picking a fighter, players also have access to assist characters they can release during battle. Assists can be implemented in one of two ways, by either using a gauge that can grow to one of three levels where you can get a random assist applying to the level you just earned or, you can choose one assist of your choice that can be used after dealing a certain amount of damage. Assists can perform various functions, with the higher leveled assist performing the most extraordinary actions but being the hardest to obtain during battle.
<tabber>Nintendo Switch=
Action 	Button Input
Move / Aim 	
Normal Attack 	
Special Attack	
Jump 	
Shield/Dash 	
Ultra Clash 	
Assist Call 	
Taunting 	
|-|PlayStation 4 & 5=
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|- style="background-color: ##227a4b;"
| width="10%" |Action
| width="25%" |Button Input
|- style="background-color:#1e9c63;"
|Move / Aim
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|- style="background-color:#1e9c63;"
|Normal Attack
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|- style="background-color:#1e9c63;"
|Special Attack
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|- style="background-color:#1e9c63;"
|Jump
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|- style="background-color:#1e9c63;"
|Shield/Dash
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|- style="background-color:#1e9c63;"
|Ultra Clash
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|- style="background-color:#1e9c63;"
|Assist Call
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|- style="background-color:#1e9c63;"
|Taunting
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|-|Xbox One / Series X=
{| cellpadding="3" cellspacing="3" align="center" width="60%" border="2" style="background: ##1e7648; text-align: center; color:white; border-radius: 8px"
|- style="background-color: ##227a4b;"
| width="10%" |Action
| width="25%" |Button Input
|- style="background-color:#1e9c63;"
|Move / Aim
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|- style="background-color:#1e9c63;"
|Normal Attack
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|- style="background-color:#1e9c63;"
|Special Attack
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|- style="background-color:#1e9c63;"
|Jump
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|- style="background-color:#1e9c63;"
|Shield/Dash
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|- style="background-color:#1e9c63;"
|Ultra Clash
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|- style="background-color:#1e9c63;"
|Assist Call
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|- style="background-color:#1e9c63;"
|Taunting
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|-|Keyboard=
Action 	Button Input
Move / Aim 	Left: ARight: DDown: SUp: W
Normal Attack 	O
Special Attack	P
Jump 	W and/or SPACE
Shield/Dash 	L
Ultra Clash 	Z
Assist Call 	M
Taunting 	1, 2, 3, and 4
</tabber>
* WALKING & RUNNING: Moving the C-Stick left or right causes your character to move forward in the applied direction. Moving the stick forward all the way causes your fighter to run, whilst moving it more-so halfway causes them to walk.
* JUMPING: By either tapping the C-Stick upwards or pressing the jump button, the player’s character will jump upwards. All fighters have a minimum of two jumps, but some may have more.
** SUPER JUMP: After crouching and immediately tapping upwards, the player’s character will swiftly jump upwards at the height of two jumps. This can only be performed only when grounded and costs the fighter’s two jumps.
* JABS/JAB COMBO: The standard method of attack. Jabs are fast, short-ranged, and weak. Pressing the attack button again after the first thrown jab leads up to an instant follow-up attack. Characters usually have a maximum three-hit jab combo.
* TILT ATTACKS: Tilt attacks are performed by pressing the attack button while tilting the control stick to a correlated direction. Tilts can be performed in three different directions (forward, up, down), with each tilt aiming out to the applied direction more than your standard jab.
* DASH ATTACKS: An attack performed when pressing the attack button while running - halting the fighter's dash with a lunging attack.
* CLASH ATTACKS: Holding down the attack button will charge up a strong attack which is released after the button is let go. By default or holding forward the player will perform a forward clash, but by holding the C-Stick upwards or downwards, a separate clash attack will charge in the applied direction.
* AERIALS: Normal attack performed while airborne. Can be performed neutrally, forwards, backwards, upwards, or downwards. These moves replace jabs and tilts while in the air.
* SHIELD: When performed, half of a sphere appears in front of the user, negating attacks that it connects with. The shield is unbreakable and can be held indefinitely at the cost of not completely covering the user like in other fighters, leaving the fighter’s other sides uncovered. If held upwards, a shield can cover above a fighter instead. The directions cannot be switched within a single button hold.
** DODGE: A dodge where the fighter becomes intangible for a few frames upon pressing downwards while shield is out.
** SHIELD CRASH: A risky move activated by pressing the attack button when the shield is out. Doing this causes the fighter to swipe their shield forward. If it successfully hits an opponent, the shield will shatter like glass and cause the victim to enter a temporary daze, giving the fighter a chance for a powerful attack. The downside is once this attack is performed, the player will not be able to shield once more for their entire stock, once again reiterating how risky the move is. Additionally, if the initial shield attack misses the user will suffer from two second endlag.
* DASH: When the shield button is pressed alongside a correlated direction whilst airborne, the user’s fighter will perform a dash, a quick zoom “where the fighter is intangible for a couple of frames. The motion can be performed in one of eight directions and a maximum of two times until the player must step on a platform once more to replenish their dashes. 
* SPECIALS: Special Attacks are unique moves that every fighter has, differentiating them from other combatants. These kinds of attacks pay homage to a character's abilities within their source material and define their play-style. There are four different types of special moves, those being neutral, forward, up, and down.
* ASSIST CALL: Players will charge up a “Assist Gauge” as they deal damage to other fighters. When an assist gauge charges up to its required amount, a random or chosen (depending on the ruleset) character will become available for an assist attack. When activated, said character will appear and assist the player by performing an attack or a variety of other actions.
* ULTRA CLASH: Players have yet another meter referred to as the “Clash Gauge”. As they deal and receive damage, it will charge up; more significantly so by dealing damage. The gauge can charge to one of three levels, with three being the max. When the move is inputted, whatever leveled attack the user has at that time will be performed, unless of course they’re at zero. Once a Ultra Clash is performed, the player’s amount will become empty, making them have to charge up once more. As most can assume, the higher the level, the greater the attack is. In the circumstance where a player does not want to use their entire meter however and only wishes to use a portion, holding down the attack button when pressing the clash button performs exclusively a Level 1, and holding down the special button when pressing the clash button performs exclusively a Level 2. Simply pressing the clash button performs the highest leveled attack you have at the time.
Here is a list of terms and slang used in Indie Clash and platform fighters that some may not be accustomed to:
Gameplay
* BLAST ZONE: An invisible boundary that, when a fighter crosses, KOs them.
* COMBO: A sequence of attacks that are performed in succession.
* COOLDOWN: A delay of time between a move finishing or another action being available.
* EDGE: An edge of a stage a fighter can grab onto.
* FAST FALL: The act of intentionally falling quicker than usual.
* HAZARD: An aspect of a stage that can deal damage or interfere with combatants.
* HITBOX: The main structure of how attacks are executed.
* HURTBOX: A fighter radius they can receive damage in.
* PLATFORM: A terrain that fighters and objects can stand on.
* SWEETSPOT: The strongest and most desirable part of a fighter’s hitbox.
* TETHER: A type of move that latches onto opponents or ledges.
Physics & Effects
* BUFF: An improvement of a fighter’s characteristics or abilities.
* DAMAGE: A measure of how vulnerable a fighter is to knockback.
* DEBUFF: A degradation of a fighter’s characteristics or abilities.
* HITSTUN: A period a fighter is unable to act after being attacked.
* KNOCKBACK: A measure of how far an attack launches its victims. 
* SUPER ARMOR: A state where a fighter will not flinch nor receive knockback from damage
* WEIGHT: A measure of how much a character can resist knockback.
* WINDBOX: Hitboxes that deal knockback but no hitstun.
Conditions
* ASLEEP: State where a fighter falls asleep and is unable to act until woken.
* BURIED: State where a fighter is embedded into the ground, surrounded by churned dirt, and unable to move till released.
* FROZEN: A state where a fighter is encased in a chunk of ice.
* HELPLESS: A state where a fighter has run out of abilities to perform in midair.
* INTANGIBLE: A state where a fighter's hurtbox cannot be attacked.
* POISONED: State where a victim slowly takes small damage over some time.
* STUNNED: A condition where a fighter is immobile for a short period.
Versus is the standard multiplayer game mode that enables players and/or computer players to fight each other in a variety of settings. After the ruleset is chosen, up to four players are sent to a character selection screen where they can pick from any of the available fighters and also select whether they wish to play in free-for-all or team battles. After everything is selected, players are then sent to the stage selection screen to pick where to battle. Afterwards, they are then sent into battle! The order of selection can also be customized by players as well.
Rules are a set of options available in Versus mode. Players can create up to thirty different rulesets and title them to save them, adding to the player’s list they can pick from. Players can also “star” one ruleset to set it as top of the list as they are organized by last played. Additionally, at the top of the screen there are also three pre-made rulesets made for Stock, Time, and Stamina that players can choose from if they don’t wish to create a ruleset of their own.
Rule 	Category 	Description
Stock 	Style 	Every player has a set number of lives that can be selected from 1 to 20. The last player or team standing or whichever player/team has the most lives before time runs out wins. Players can change the stock count (three by default) and time limit (seven minutes by default).
Time 	Style 	Players gain one point for every KO they’re responsible for and lose one point for every time they are KOed. The player with the most points before time runs out is the winner. If a tie occurs it will initiate a “Sudden Death Players can set the time limit from 1:00 to 60:00, with the default time being four minutes.
Stamina 	Style 	Instead of damage percentages, players use HP instead. If their HP reaches zero, they are KOed. Every stage is edited to have invisible barriers that surround the stage, making it so players cannot fall off at all in this style. Players can set stamina (300% by default), stock count (one by default), and time limit (two minutes by default).
Assists 	Mechanics	Toggle how assist works. Either by levels (default) or chosen.
Ultra Clashs 	Mechanics	Toggle how Ultra Clashs work. Either on or off.
Items 	Mechanics	Toggles whether Items will appear or not.
Item Switch 	Mechanics	Enables and disables specific items and toggles how frequently items in general appear. Option only appears if Items are turned on.
Friendly Fire 	Mechanics	Toggle whether characters on the same team can damage each other or not. On by default.
Pausing 	Mechanics	Toggle how players pause during gameplay. Either on (default), hold, or off.
CPU Lv. 	UI 	Sets the default difficulty level of CPUs. Levels go from 1 to 9.
Score Display 	UI 	Displays players’ scores on the screen. Disabled by default, on by default if time is selected.
Player Tag Display	UI 	Determines if player's profile colors and names appear on the scoreboard. On by default.
Stage Selection 	UI 	Determines how stages are selected. Either by anyone (default), take turns, winner’s pick, loser’s pick, or random.
Music Selection 	UI 	Determines how music tracks are chosen when selecting a stage. Either randomized (default), manual selection, shuffle - which randomizes the music track but changes to a new one mid-match after the song finishes instead of looping, or manual shuffle - which allows the player to choose three songs to shuffle through
Content Selection 	UI 	Determines the order of selection after the ruleset is chosen. Either fighters, assists, stage (default), or stages, fighters, assists.
Profiles allow players to create their own name tags, controller setup, language, and color assignment all in one. A name must always be selected or created (ten characters max) to allow player customization. Thereafter, the player can make a control layout and other customizations unique to them and selectable via any mode on the copy of the game they were made on. Once a profile is made, afterwards players can also edit, copy, and delete them. Players can also send profiles to people in their friends list, giving the sendee the option to accept or deny.
Setting 	Options 	Action
Player Color	 	Changes the player’s color on the character select and scoreboard.
Language 	Default, عربي, Deutsch, English, Español, Español, Français, Italiano, 日本語, 한국어, Polski, Português, русский, Türk. 	Change the preferred language of the player. Note that this only affects text spawning from their chosen fighter.
Arcade Mode is a small single-player campaign where a player fights a set number of CPU opponents in multiple matches with varied rules and traits and advances through via levels, eventually making it to a boss. The battles and the order in which they take place are random on most accounts. Each stage has its own set of possible encounters and battle types, such as 1v1, 2v2, 1x10, and many other factors. There are nine total stages with six battles, two bonus stages, and the final one being a boss battle. 
Before beginning, the player can decide between three difficulties, those being Easy, Normal, and Hard - with of course the higher the difficulty, the greater the challenge. If a player is to lose all their stocks, they will encounter the “GAME OVER” screen with the options to either continue or quit. If the player decides to continue, their score will dramatically decrease and the difficulty will go down to the next least difficult.
Odyssey Trials is a local and online multiplayer mode involving platforming and exploration. Players are placed into an expansive stage full of enemies and obstacles for a set amount of time. The goal of the mode is to collect stat buffs and power-ups that strengthen your fighter’s attributes and grant new abilities - all before time runs out and the final battle begins. These upgrades can be collected by defeating numerous enemies that dispel these attributes, finding chests that grant treasure, completing challenges to receive a reward, or attacking other players on the map. The damage system still works the same, as fighters receive more damage percentage over time upon being attacked. If a player is KOed, a significant amount of their earnings will dispel from where they were defeated and they will be respawned in one of the six spawn locations on the map; normally the one farthest from any other combatants.
At the beginning of the match, players spawn in one of the six spawning areas alone and are free to move after the countdown. Players are given thirty seconds to roam around the map before every fighter becomes visible to each other and are now able to encounter in gameplay. When encountering another fighter, you can attack them to possibly KO them and steal their droppings, or even work together. The player’s stats are tracked at the top left of their screen - with color designated gauge bars, symbols, and numbered quantity for each stat displayed. In local multiplayer play, up to four split screens can be given for each fighter with a map preview in the center of the screen. In online or against CPUs though, the screen is dedicated to the one player on the console, with the map displayed in the top right. 
There is a vast amount of enemies scattered across each map - each with their traits and abilities. As the match progresses, stronger variations of enemies called Infernal Enemies appear as normal enemies who have a stat buff or new ability. Defeating them grants greater rewards than defeating enemies. When entering certain areas of the map - there's a chance an enemy ambush can happen. If triggered, walls of translucent red barriers encase themselves around the player - pausing their travel and forcing them to defeat a hoard of set enemies to escape. The barriers act as gateways to the blast zone and can be broken if a fighter is dealt enough knockback, KOing them. If the player defeats all of the enemies, the barriers collapse and the fighter is rewarded with one to three treasure chests, depending on the quality of their success.
Throughout the match, special events can occur to change the atmosphere of gameplay and allow fighters to earn extra benefits for completing these challenges. One of the most notable events is spawning a door in one of six areas and pinpointing it on the map. The first fighter to enter the door is relocated to a small stage to complete an objective to reveal a treasure chest and a door back to where they entered. 
Fighters cannot perform Ultra Clashes on the map, though they still have access to assist - through different means. Spirit-like spheres containing assists can be found in treasure chests or as rewards across the map - collected by walking into them. The spheres always identify which assist it is, showing a render encased in the sphere and the radiance of the spirit matching the assists' level. Only one assist can be equipped at a time but can be unequipped by holding down the Ultra Clash input. If a fighter walks into another spirit while already having an assist equipped, they will drop their current assist and replace it with a new one. The dropped assist can still be picked up again by colliding with it once more. 
When time expires, all stats, assists, and other power-ups are applied to the character’s stats, and the competitors compete in one Final Battle. Multiple types of final battles can be chosen whether randomly or manually, such as normal clash matches, boss battles, and more. 
Stat Boosts are a collectible that can be found by defeating enemies, opening treasure chests, and completing challenges. There are six different stat attributes - Attack, Defense, Jump, Special, Stamina, and Utilities. Touching a stat automatically applies it to that fighter - identified by a numbered system where the maximum capacity in a dedicated stat is 1,000. Stats of different sizes can be discovered, each granting more of a boost depending on their size. Depending on the size, a fighter’s stat can boost by 1, 3, 5, 10, 30, 100, or 200 points.
Untraditional types of stats can be collected with varying effects, such as timed stats, which quickly builds up to giving fighters +500 stats (even surpassing fighters who already pass 501 and beyond in a given attribute) for a certain amount of time depending on the size, then depleting by 500 once the time concludes. Another is a comet-shaped stat that grants 50, 100, or 150 points depending on its size and distributes them randomly between all the fighter’s stats. Fighters can also boost their stats 
Image 	Name
Attack 	Increases the damage output and attack speed of normal attacks. Passively increases for every six normal attacks landed.
Defense 	Decreases the fighter’s receiving knockback and shield size. Increases passively or every two attacks blocked by a shield or after every 10% damage a fighter takes.
Jump 	Increases jump height and falling speed. Increases passively every four jumps performed.
Special 	Increases the damage output and attack speed of Special attacks. Passively increases for every four special moves landed.
Stamina 	Increases walking and running speed, aerial control, and swiftens traction. Increases possibly every ten meters.
Utilities	Increases the damage output and accuracy of assists and items. Increases passively for every use of an assist or item.
Maps are the large, expansive areas in which the mode takes place in. Each map is based on a location from another indie game - featuring different layouts and obstacles representing the respective origins. Every map has six set spawn points fighters will begin the match from, as well as six challenge door spawns and six enemy ambush rooms. While only one map is available now - more are planned for the future. Every map initially only contains the soundtrack of that series - but if games played on the map are completed ten times, all of the game’s soundtrack will become available to hear on the map as a reward. 
Color Meanings:
* Spawn Areas: Possible areas where fighters will spawn in from at the beginning of a match or after being KOed by another enemy or fighter. 
* Enemy Ambush Rooms: Areas that pause a fighter's journey and force them to defeat a set of enemies to progress.
* Challenge Doors: Spawn areas for doors that periodically open up once an event happens - leading to a mini challenge once entered.
Image	Name 	Layout
 	GreenpathHollow Knight	
TBA
TBA
List of available final battles found in Odyssey Trials.
Match Type 	Description
Boss Battle 	A boss battle against a random (or voted upon) boss. Fighter who defeats the boss first wins.
Climb 	A match where all combatants climb a randomly generated vertical stage where the goal is to reach the top. Lava that instant KOs and respawns fighters at the last checkpoint are scattered across the stage, as well as enemies.
Custom Clash	A match with the abilities and stats gained from Odyssey Trails carried over. Ruleset is based on one the player’s custom ruleset.
Race 	A match where all combatants race on a randomly generated horizontal stage where the goal is to reach the end. Lava that instant KOs and respawns fighters at the last checkpoint are scattered across the stage, as well as enemies.
Stock Clash 	A two stock match with the abilities and stats gained from Odyssey Trails carried over.
Time Clash 	A two minute timed match with the abilities and stats gained from Odyssey Trails carried over.
Stock Clash 	Each player spawns onto a single stage and are tasked with defeating as many enemies as possible in under a minute, with the fighter with the highest score declared the winner. Variations include:Hades enemies on the Barge of Death.ULTRAKILL enemies on the Cyber Grind.Pizza Tower enemies on Pizza Tower.
Players can customize the ruleset of Odyssey Trials to their liking. Note, Rules with a * next to them only show up in local multiplayer, and cannot be selected for preferred settings in online matches.
Rule 	Category 	Description
Time 	Style 	Determines the amount of time fighters spend on the map before the final battle. Options are five minutes, ten minutes, fifteen minutes, or twenty minutes.
Final Battle 	Style 	Determines how the final battle is selected. Either at random (default), chosen (manually selected before the match starts), or vote (where every player votes on a final battle that is selected in a roulette/default online).
Final Battle Toggle	Style 	Toggles which Final Battles can show up at random, and which cannot. The rule option only shows up if the style of Final Battle is either random or voted. Thumbnails and a captain of the Final Battle’s title are presented in a row - and can be turned off by pressing the select button over a selected battle, turning it monochrome, or turned on the same way over monochrome thumbnails.
Custom Clash 	Style 	Selects which customs rulesets from Versus mode are desired to be included in an Odyssey Trial Final Battle.
Custom Clash 	Style 	Selects which customs rulesets from Versus mode are desired to be included in an Odyssey Trial Final Battle.
Items 	Mechanics	Toggles whether Items will appear or not.
Items Switch* 	Mechanics	Enables and disables specific items and toggles how frequently items in general appear. Option only appears if Items are turned on.
Pause* 	Mechanics	Toggle how players pause during gameplay. Either on (default), hold, or off.
Opponent Visibility	Mechanics	Toggle whether you can encounter other fighters or not in the midst of Odyssey Trials. Either on (default), or off.
CPU Lv.* 	UI 	Sets the default difficulty level of CPUs. Levels go from 1 to 9.
Player Display Tag*	UI 	Determines if a player's profile colors and names appear on the scoreboard. On by default.
Stage Selection* 	UI 	Determines how stages are selected. Either by anyone (default), take turns, winner’s pick, loser’s pick, or random (default online).
Music Selection* 	UI 	Determines how music tracks are chosen when selecting a stage. Either randomized (default), manual selection, shuffle - which randomizes the music track but changes to a new one mid-match after the song finishes instead of looping, or manual shuffle - which allows the player to choose three songs to shuffle through.
Content Selection* 	UI 	Determines the order of selection after the ruleset is chosen. Either fighters, map, final battle (default), or map, final battle fighters.Determines the order of selection after the ruleset is chosen. Either fighters, map, final battle (default), or map, final battle fighters.
Quickplay allows players to play online alongside others via the internet. Players can decide their own specific rules in either 1v1, 2v2, or free-for-all settings and then attempt to match with other players with similar preferred rules. The format of rule selection includes stock, stock count, time limit, assist toggle, and stage selection (legal or random). Upon entering, players are taken to a training stage where they can train with a CPU while they wait for the match to begin. Online also supports rollback netcode. Quickplay also allows two local players to play together in 2v2 sessions.
Lobbies are exclusive rooms players can create with default offline ruleset format to make a custom arena to their liking. Players can make rooms visible to the public, or friends only, and can also add passwords to prevent unauthorized players from entering. Up to four players can join at the time of testing.
Region allows players to switch to and from differing servers, displaying a list of available countries to pick from.
Training Mode is a game mode where the player can manipulate the overall gameplay of a match and experiment with a CPU without the restrictions of standard Versus Mode. This allows players to practice in a non-serious setting. The mode's features, behaviors, and properties take inspiration from the Super Smash Bros. series selections. Option-able screen overlays include: 
* Combo: Displays how many hits the player has attained on the opponent in one standard combo; this data is saved, with the longest combo done by each individual character being displayed on the character select screen for the mode.
* Damage: Displays the amount of damage the most recent attack by the player inflicted.
* Enemy: Shows the behavior set by the player for any CPUs in play.
* Speed: Shows the speed at which the game is running. Not visible if the default 1x is selected.
* Total Damage: Displays how much damage the present combo has done on opponents. 
* Hitbox Visualization: Display fighter’s hitboxes.
* Input Delay: Add emulated input delay to your fighter. 
The CPUs themselves can also have toggle behavior(s) such as: 
* Mash: To be performed after being hit or shielding an attack.
* Followup: To be performed as soon as possible after the mash option.
* Ledge: To be performed when hanging on the ledge.
* Tech: To be performed when slammed into the ground or wall.
* Miss Tech: To be performed after failing to tech.
* Defensive: To be performed after the ledge, tech, or miss tech option.
Additionally, players can select any fighter that's in the game to play in Training Mode whether they have them unlocked or not. This is done to allow players to test out unlockable and DLC fighters to help them test out the fighter(s) before obtaining them traditionally.
Options is a menu that contains a list of functions that help players modify how their game runs. They alter the gameplay of all game modes and/or menus. Below is a list of all available settings and their functions.
Setting 	Options 	Action 	Type
Frame Rate 	30 FPS60 FPSAuto 	Determines in-game framerate. Performance may be affected by the frame rate. 	Display
Brightness 	(Changeable Percentage Bar) 	Changes the in-game brightness. 	Display
Color Blind Mode	OffDeuteranopeProtanopeTritanopia	Test different provided images to see the colors that work best for you.. 	Display
Music 	(Changeable Percentage Bar) 	Adjust the music volume. 	Sound
Sound Effects 	(Changeable Percentage Bar) 	Adjust the sound effect volume. 	Sound
Voices 	(Changeable Percentage Bar) 	Adjust the character's voice volume. 	Sound
Equalization 	NormalMore BassMore Treble 	Adjust low and high tones. 	Sound
Licensed Audio 	PlayMute 	If you are a content creator, you can select this option to avoid playing licensed music from audio sources.	Sound
Setting 	Options 	Action 	Type
Scoreboard Position	Bottom (Default)Top 	Change the position of fighter scoreboards. 	Scoreboard
Damage Position 	Scoreboard (Default)FighterBoth 	Change the position of fighter damage percentage. 	Scoreboard
Player Colors 	Player 1 (Default: Blue)Player 2 (Default: Red)Player 3 (Default: Green)Player 4 (Default: Yellow)CPU (Default: Gray)	Change an assigned numbered player’s default color on the character select and in-game.	Scoreboard
Language 	عربي, Deutsch, English, Español, Español, Français, Italiano, 日本語, 한국어, Polski, Português, русский, Türk. 	Change the default language of the game. 	Text
Text Size 	SmallMedium (Default)Large 	Choose different sizes of game text. 	Text
Text Border 	None (Default)OutlineDrop Shadow 	Choose different borders around text. 	Text
News is a menu that, when selected, opens a list of articles that inform the player about new and upcoming content that can be selected and read. Articles can detail stuff such as game updates, downloadable content, and other Indie Clash related events. When a new article is added, a notice is given to the player upon opening the game or traversing the title screen.
A fighter (also referred to as a character or playable character) is a player-controlled combatant used in versus modes or other competitive means. These fighters are located on a “character selection screen” where they can be selected. Every fighter hails from differing independently made video games. Each is designed with a unique play style based on their source material. The game’s philosophy is to best represent a fighter’s character while simultaneously also representing the gameplay of their home series, then translating these elements to a fighting game move set in the best way.
Characters are listed by the chronological age of debut.
 
Archetypes are a class system for fighters that appear on the character selection screen, defining a fighter's general strategy and playstyle in the game. This system is meant to help new players to get an idea of what archetype fighters gravitate to. Icons indicating a fighter's archetype are seen alongside a character's portrait when their mugshot is hovered over in the character selection screen. There's also a ranked system between 1-5 stars that lets the player know how easy the character would be to pick up - five stars being the easiest and one star being the hardest.
* : Easy to learn and overall great at everything! Pick them if you don’t know who to choose.
* : Beatdown foes with incredible power before they have the chance to fight back.
* : Overwhelm opponents with blitzing in-your-face offense.
* : Control the stage and pressure opponents with your plethora of projectiles.
* : It takes time to master these fighters, but their potential is incredible.
* : These fighters have a quirk or ability that affects their strategy directly. In the right hands, their offense is unparalleled.
Archetype	Fighters
 	
 	
 	
 	
 	
 	
Ease to Use	Fighters
★★★★★ 	
★★★★☆ 	
★★★☆☆ 	
★★☆☆☆ 	
★☆☆☆☆ 	
Some fighters have additional abilities that reflect their capabilities from their home games. These are not attack-based but are rather techniques that assist in movement, such as crouch walking - allowing players to slightly walk left or fight in a crouched or crawling position, wall jumping - an action where a fighter can bounce off of a wall surface but flicking the control stick away from the wall’s direction when contact is made with it, and finally additional jumps - where a fighter is granted more than one jump.
Crouch Walk
Wall Jump
Additional Jumps	Amount
(Psyche Skill) 	3
 	6
 	9
Notes:
* Weight: 100 is middleground. 50 is least, 150 is most.
* Speed: Running speed is measured in units per frame. Formatted via 'minimum acceleration > maximum acceleration'.
Character	Weight	Character	Speed
 	133 	 	1.47 (Walk), 2.42 (Run)
 	116 	 	1.259 (Walk), 2.18 (Run)
 	110 	 	0.98/1.155 (Walk), 1.609/2.255 (Run)
 	108 	 	0.914 (Walk), 2.077 (Run)
 	107 	 	1.155 (Walk), 1.964 (Run)
 	106 	 	1.19 (Walk), 1.892 (Run)
 	104 	 	0.75 (Walk), 1.87 (Run)
 	104 	 	0.893 (Walk), 1.866 (Run)
 	103 	 	1.103 (Walk), 1.795 (Run)
 	98 	 	1.008 (Walk), 1.76 (Run)
 	98 	 	0.889 (Walk), 1.76 (Run)
 	97 	 	0.879 (Walk), 1.62 (Run)
 	96 	 	1.092 (Walk), 1.618 (Run)
 	94 	 	0.945 (Walk), 1.617 (Run)
 	93 	 	0.977 (Walk), 1.606 (Run)
 	92 	 	1.132 (Walk), 1.602(Run)
 	91 	 	0.75 (Walk), 1.6 (Run)
 	89 	 	0.85 (Wallk), 1.595 (Run)
 	85 	 	0.901 (Walk), 1.566 (Run)
 	82 	 	1 (Walk), 1.55 (Run)
 	81 	 	1.134 (Walk), 1.54 (Run)
 	80 	 	1.239 (Walk), 1.534 (Run)
 	79 	 	0.76 (Walk), 1.52 (Run)
 	79 	 	0.912 (Walk), 1.507 (Run)
 	77 	 	0.907 (Walk), 1.393 (Run)
 	75 	 	0.76 (Walk), 1.37 (Run)
Assists are summonable characters that can be called mid-battle by a player. Depending on the ruleset, players either earn a random assist that correlates to their level, or one assist can be selected from any level on the character select screen before battle. To enable the ability to use an assist, players must fill an assist meter that gains charge by attacking other opponents. Once the required amount is dealt, players can perform the designated input to summon the assist for a unique attack of effect. Assists can do many things, such as deliver a KO, extend a combo, establish stage control, attack from a distance, alter stats, heal, and more. 
Most assists are non-playable characters, though every playable fighter also appears as an assist.
 
 
 
Requirements to Gain: 2-Player: 50 dmg, 3-Player: 60 dmg, 4-Player: 65 dmg.
Requirements to Gain: 2-Player: 100 dmg, 3-Player: 120 dmg, 4-Player: 130 dmg.
Requirements to Gain: 2-Player: 150 dmg, 3-Player: 180 dmg, 4-Player: 195 dmg.
A Stage is a location in which characters fight and/or complete objectives. They serve as terrain for players to fight on, each stage having a different layout and visuals from another. Most stages have a central platform with ledges, multiple smaller platforms, and blast lines at the border of each side of the screen. The locations used in stages are derived from places from other indie game’s source material, most commonly places from the playable fighter’s worlds.
Some stages have hazards, an aspect of a stage that is an obstacle to the combatants. If a stage possesses this trait, an 'ON/OFF' switch will be aside from the stage's preview image on the stage selection screen. The switch can be toggled by pressing the select button over it or using the controller's bumpers. When turned off, aspects of the stage that will deal damage to the fighters will not appear, and the stage will remain stationary if travels or scrolls at all. If on, then all the stage's elements will be present.
Every stage also has a wide selection of music tracks hailing from that stage's home series. For verses matches, players can adjust the frequency of certain songs that might have a chance to appear when that stage via Options - or the player can manually choose what song they'd like to play when selecting the stage. By default - every song available has an equal chance of appearing.
 
An Item is an object that appears during versus matches which can be picked up and utilized by fighters - many of which can be wielded, apply some sort of effect, and more often than not be thrown at opponents. They’re a large part of casual gameplay that contribute towards some fun chaos.
Items appear randomly at various times during a match when turned on - though their frequency can be adjusted in rulesets, or pivoted off completely. Fighters can pick up items by standing near one and pressing the attack button. Likewise, they can be thrown or dropped with the shield/dash button - though an item can be thrown with the attack button if they're designed to be. Fighters can hold up to one item at a time. If an item is left alone, it will eventually disappear, flashing briefly beforehand.
Items are grouped into seven categories based on their attributes and effects. These categories include:
* Battering: Items that are wielded by fighters once picked up.
* Shooting: Items that fire projectiles when used.
* Throwing: Items that can be thrown at opponents.
* Status: Items that apply some sort of effect to the user.
* Consumable: Items that alter the user’s percentage.
* Collectable: Items that have to be collected to activate.
* Special: Items that do not fit into any other category due to their uniqueness.
 
Item 	Type 	Description 	Rarity
Fishing RodShovel Knight 	Battering 	A fishing rod that replaces forward titls and clashes. When inputted, the user will cast out the line and attempt to grab far enemies. Upon capture, the user can throw the victim in one of four cardinal directions - dealing damage upon the hooking and increasing knockback depending on the fighter’s percentage. If the user misses an opponent, they can leave out the rod until it connects with someone or cast it back by pressing the attack or special button. 	Uncommon
FlailCrypt of the NecroDancer 	Battering 	A flail that can be wielded and charged for neutral and forward attacks - or thrown. Attack distance is stealer but unorthodox. 	Uncommon
LeekUntitled Goose Game 	Battering 	Just your average leek. It's a weak weapon but can be spammed at extremely high speeds - capable of delivering significant damage when thrown too oddly. No, it's not a spring onion. 	Uncommon
NunchakuSlay the Spire 	Battering 	A martial arts weapon consisting of two sticks connected to each other. Replaces the user’s jab attack with a powerful swift barrage of swipes. Final blow deals great knockback. 	Uncommon
Pizza CutterPizza Tower 	Battering 	A giant pizza cutter that can be wielded and charged for neutral and forward attacks. The sweet spot of the blade does stellar damage and knocks opponents upwards. The blade will begin to spin when charged, able to deliver damage and trap foes till the input is released. 	Rare
PushbroomUntitled Goose Game 	Battering 	A pushbroom that can be used by forward clashing for a harsh brush. Damage is minimal but knockback is intense. 	Common
WhipCrypt of the NecroDancer 	Battering 	A whip that’ll replace the user’s jab, forward tilt, forward clash, and forward aerial with a swift whip strike. The whip is fast but its hitbox is very thin, making it picky. The sweet spot is the end of the whip - which is the most rewarding hitbox that deals tremendous damage and knockback. 	Common
DartgunDuck Game 	Shooting 	A gun similar to those of toy Nerf guns. Getting hit by a dart won’t deal damage - but will knock the opponent back and disarm them of an item if they are holding one. Contains a maximum of twelve ammo. 	Common
Kiejl A9 ArmisticeDisco Elysium 	Shooting 	A classic 9mm single-shot muzzleloader carried by Kim Kitsuragi. Has a single, yet devastating shot that deals great damage - even from afar. 	Uncommon
Gun Sign “3D Printer Gun”Touhou Project	Shooting 	A single-shot 3D-printed gun. When fired, a singular bullet will propel forward a short distance before bursting into a circular pattern of projectiles (a danmaku) that slowly spiral and outstretch before disappearing after seven seconds. Upon contact with opponents, a single bullet will deal small damage and knockback. Because of how the bullets move, it's easy to get chained into one after the other. 	Rare
Snake LauncherStick Fight: The Game 	Shooting 	A rocket launcher… but with snakes. When fired, the launcher will fire a large, fast-moving snake forward. After landing, the snake will begin to chase after the nearest fighter - including the user - then try to latch onto them - and drag them off the stage. Fighters can resist by jumping, mashing, or attacking the snakes, but it becomes increasingly difficult the more snakes and the higher the percentage. Snakes will deal damage if they bash into a fighter upon being fired and will automatically latch onto the victim. When latched to, the snake(s) will also deal small chip damage over time. A Snake Launcher contains a maximum ammunition of three snakes.	Common
S.R.S. Cannon Rocket LauncherULTRAKILL 	Shooting 	Fires a cannonball. If the cannonball hits an opponent, the projectile will bounce upwards upon hitting the enemy, then plummet downwards. If it hits the ground, the cannonball will shatter and produce a strong shockwave that launches any nearby opponents. Contains a maximum of eight ammo. 	Rare
Bottled TornadoSlay the Spire 	Throwing 	When thrown, the bottle will shatter and unleash a small tornado that’ll drag all items and players nearby and deal chip damage when inside. The combatant that threw the bottle will be immune to the tornado’s pull and damage. 	Rare
BumperCeleste 	Throwing 	When thrown, it’ll stop at a set distance and remain in place facing frontwards. Any fighter who touches the bumper will be knocked back like a pinball. After ten seconds pass, the bumper will disappear. 	Common
Land MineDuck Game 	Throwing 	A trap weapon that attaches itself to a surface after being thrown. If any fighter steps on the active mine it will be triggered and explode. Oddly, the mine has a one in ten chance of not exploding when stepped on. 	Common
PumpkinUntitled Goose Game 	Throwing 	A pumpkin that, when thrown, will burst into six pieces after impact. All pieces of the pumpkin can then be consumed to heal 5% damage. 	Uncommon
RockDuck Game 	Throwing 	A heavy rock that slows the holder’s speed and jump height, but deals tremendous damage if thrown at a foe. The rock can also block projectiles when held. 	Common
SoapULTRAKILL 	Throwing 	A bar of soap that, when thrown at an opponent successfully, will deal massive amounts of damage and knockback that can kill early - but dissipates after the hit. After being spawned, the soap will have five seconds to be picked up or it will disappear. 	Rare
Spirit BombDisco Elysium 	Throwing 	A necktie tied around a cocktail beverage - when picked up, the end of the tie will light on fire and slowly make its way to the bottle. The moment the flame reaches the bottles, it will combust and explode. The bottle is fragile, and when thrown it’ll automatically detonate on impact with any fighter, attack, or surface. 	Common
Storm PuffShantae 	Throwing 	An angry cloud that rises up into the air after being tossed and then strikes below with a harsh blast of lightning. 	Rare
Stupid RatPizza Tower 	Throwing 	A tiny rat that, when thrown, will suddenly increase in size and become an unbreakable and unmovable object for a short period. Players can jump over and stand on the rat - but cannot walk through it as it acts like a wall. 	Uncommon
Bubble ShieldShantae 	Status 	Summons a bubble that surrounds the user temporarily. When equipped, the wearer will be immune to projectiles for a short period and reflect them upon contact. 	Uncommon
Burning BloodSlay the Spire 	Status 	When equipped, a flaming aura will emit from the wearer temporarily. Whenever the user kills an opponent with burning blood, they’ll heal 6% damage. 	Rare
DashmasterHollow Knight 	Status 	When equipped, it temporarily increases the wearer’s air dash speed and length. Dashing directly downwards can also damage opponents. 	Uncommon
HelmetDuck Game 	Status 	A bicycle helmet that protects the wearer’s head hurtbox from three hits. After three hits, the helmet will shatter. 	Common
Phase LocketShovel Knight 	Status 	When equipped, the user becomes temporarily invincible (visualized by making their sprite 30% transparent) and capable of phasing through projectiles and enemies as well as immune to taking damage. This effect lasts for eight seconds. 	Common
Pom of PowerHades 	Status 	A pomegranate that, when consumed, dramatically upgrades the attack output of one of the user's category of moves for ten seconds. The possible selections include: specials, normals (jab and tilts), clash attacks, aerials, and Ultra Clashes. 	Common
Power ItemTouhou Project 	Status 	Red squares with the letter “P” on them will appear in small chunks together - both big and small. When gathered, the user’s attack speed and damage output will be increased by 1.3x for ten seconds. Cannot be stacked by gathering more. 	Common
Rocket JumpDownwell 	Status 	A pair of red boots that, when equipped, provides a greater-in-length initial jump for the user. If the initial jump is performed when grounded, it will create an explosion on the ground beneath the wearer. Lasts for ten seconds. 	Uncommon
Safety JetpackDownwell 	Status 	A pair of white boots that, when equipped, allow the user to briefly hover when they’re out of jumps, delaying their descent but increasing vertical movement speed. This is initiated by holding the jump button. The hover can be performed eight times before the boots’ fuel is used up. 	Rare
"Beef Stew"Disco Elysium 	Consumable 	The ‘stew’ tastes absolutely vile - of course, it tastes vile. Well, at least now you know. Take 10% damage upon consumption. 	Uncommon
Butterscotch PieUndertale 	Consumable 	Just like goat mom used to make. Heals 70% damage. 	Rare
Frozen SpaghettiUndertale 	Consumable 	A frozen plate of spaghetti. When interacted with, the user will pick up the plate of spaghetti as its too frozen to consume. After throwing it through, it’ll immediately break off the it’s ice after falling down or hitting something or someone, allowing it to now become consumable.Heals 15% damage. 	Common
NanabaInnadreem 	Consumable 	A consumable Nanaba that heals 5% upon consumption. After consumption, the user will hold onto a throwable Nanaba peel. When thrown onto a surface, any opponent who walks over the peel will slip over, subsequently despawning the peel as well. 	Common
NectarHades 	Consumable 	A bottle of nectar that, when consumed, heals 50% damage. The nectar is consumed by picking it up and pressing the special button after - but if the user so chooses - they can throw the bottle at an opponent - and if successful, both the user and opponent will be healed by 25% damage. Friendship! 	Uncommon
StrawberryCeleste 	Consumable 	A levitating strawberry flaps above the stage. It's pretty skittish - if you try to nab it by performing and double jump or up special below it, it will be spooked and fly away. If you manage to catch it, the strawberry will heal 25% damage. 	Common
TurkeyShovel Knight 	Consumable 	A glorious turkey - huzzah! Heals 100% damage when consumed. 	Rare
Mask ShardsHollow Knight 	Collectable	Pieces of mask shards will appear on the stage at random. To use the mask’s effects, you must collect all four pieces. If you assemble them all, the mask will form and heal the collector by 100% damage. Be careful though - if you get attacked you could drop your collected shards. 	Rare
UFOsTouhou Project 	Collectable	Three UFOs individually colored red, blue, and green will appear on the stage at random. If a fighter successfully collects all the UFOs, they will appear above the user and combine into one, then absorb every other combatant's power to give to the user temporarily. This makes it so the user’s attack output and knockback are incredibly enhanced while every other combatant's attack and output and knockback are decreased. These effects last for ten seconds. 	Uncommon
Amphibian Sports VisorDisco Elysium 	Special 	The malformed green frog of the visor seems to keep an eye on your surroundings. When equipped, the user will wear the visor and have increased jump height for the rest of the stock, as well as slightly increased range on their attacks. A light green aura will emit when the status effects are in place. After it goes away, the effects will disappear, but the hat will remain on the fighter for the rest of the match even if they are KOed. Good froggy. 	Rare
BowUntitled Goose Game 	Special 	Makes you look dapper! Remains for the rest of the stock. 	Uncommon
CoffeeCuphead 	Special 	A carton of coffee that, when collected, speeds up the user’s Clash Gauge by 1.3x for the rest of the stock. Cannot be stacked if consumed again in one stock. 	Uncommon
Death CrateDuck Game 	Special 	The Death Crate is activated upon stepping on it, initiating a three second countdown to detonation. The detonation might cause one of several effects:
*Explode
*Shoots out ten land mines.
*Shoots out five leeks
*Shoots out several power items.
*Shoots out four different shooting items.
*Shoots out an assortment of healing items.
*Shoots out four random items from the rare rarity.
*Shoots out ten random items with a common or uncommon rarity. 	Uncommon
SaxophoneDuck Game 	Special 	A saxophone that can be played by picking it up and using the attack button. The pitch can be varied with the special button. 	Rare
Space OrbTowerfall 	Special 	Once contacted with, it’ll trigger a screen scrolling effect horizontally - causing the entire stage to loop from one end to the other one time before resting into its original position. 	Rare
WeaversongHollow Knight 	Special 	Summons three weaverlings alongside the user. When the fighter approaches an opponent, the weaverlings will attack the enemy one by one with decent damage but no knockback so they don’t interrupt combos and such. Weaverlings will disappear after fifteen seconds normally, but can also despawn by being attacked by a foe (each weaverling has 10% stamina) or falling off stage. 	Uncommon
Enemies are non-playable characters found in Odyssey Trials - behaving as obstacles that autonomously move on their own and attack fighters. Enemies can be defeated by attacking them until their health is depleted, sending them careening after the final hit or hitting them into a blast zone. There are several different enemies that spawn from different series, each with different actions, abilities, and effects. Two types of enemies are classified under their respective difficulty: standard enemies, which primarily have one or two courses of action and appear in bulk, and greater enemies, rarer enemies with more complex actions or gimmicks - making them harder but more rewarding to beat. Even rarer enemies titled Infernal Enemies appear as well - which are normal enemies given augments to give them new abilities and gimmicks. Once enemies are defeated, they drop rewards such as stat boosts, items, and assist spirits.
Infernal is a status that grants three random enhancements to enemies - making them more difficult to defeat, but granting greater rewards when defeated and a spew of flame that heals a large portion of health - incentivizing fighters to attack Infernals at higher percentages. An infernal enemy is identified by a glowing rainbow aura that emis like a flame. Encountering infernal enemies begins to be very rare, but they slowly become more and more common the longer a round progresses. 
Enhancements 
*1UP: Heals the enemy once upon initial defeat
*Berserk: Deals double the damage, but damages itself upon attacking
*Blastoff: Increases knockback 
*Cloaking: Becomes invisible upon certain range 
*Telepathy: Can reel in players to attack
*Poisonous: Poisons the player upon attacking
*Vampire: Heals from attacking 
*Plague: Imbues nearby enemies with their enhancements when defeated, though with the exception of stacking plague 
*Caffeine: Movement speed increased 
*Multiplying: Will duplicate themselves when given the opportunity to stand idle. It takes three seconds for the duplication to complete. Duplicated enemies will not have enhancements, however. 
*Reaper: Will instantly kill the player upon attacking if they’re over 100% damage.
Bosses are extremely powerful enemies found towards the end of modes like Arcade Mode and Odyssey Trails. Fighting bosses are entirely different from normal fights, as bosses tend to be significantly larger than playable fighters and significantly more powerful. Their attacks are destructive and significantly more powerful than most fighter’s attacks, but in-turn these attacks are more telegraphed before they’re unleashed, giving fighters a chance to react accordingly. Bosses have various immunities, such as their complete resistance to knockback and hitstun. Instead of defeating them traditionally by launching them off a stage, fighters must reduce the boss’ hit points to zero in order to win. 
In some scenarios, bosses have a second phase where their health replenishes and are given upgraded or newer attacks. These second phases can be encountered by killing a certain amount of enemies and gaining enough stat boosts in Odyssey Trials, or completing Arcade Mode at higher difficulties without a game over retry. Note: Moves followed by a * in their title reappear in the bosses’ second phase.
*Indie Clash’s name was chosen to still associate itself with the other entry, but also have the title better insinuate this is an indie crossover game.
* Various gameplay elements from Clash X were removed from this entry, most notably the genre change to a platform fighter and not a traditional fighter. Other exclusions include the removal of grabbing, throwing, countering, dash attacks.
** Even though the game will actively update and add previous characters and content from the last entry, a plethora of fighters, stages, and assists from Clash X will also not be making a return.
* The idea of the archetype class system was originally inspired by Arc System Works’ battle types from Guilty Gear -Strive-, though Warner Bros’ MultiVersus and its class system gave further incentive.
* The inclusions of an Assist Meter was inspired by the M.U.G.E.N game, Card Saga Wars.
* The movement ability, "Super Jump", is inspired by the technique of the same name from the Marvel VS. Capcom series of games.
* Currently, the total amount of indie franchises represented in the game is 61 (as of Beta V3.01).
* What initially inspired the author to make a reboot of Clash X was the want to make a more polished and detailed concept of an indie fighter. Originally, the author was gonna return to work on the previous title, but ultimately decided against it to preserve its completed state.
* The pixel art aesthetic was chosen due to the creator's interest in both writing and pixel art.
** Many of the fighter's renders we're made for a Twitter challenge they did called "Drawin' an Indie-a-Day", where she made a pixel art of a Indie Game character for fifty straight days.
* A very strict rule the creator has is they’ll only include a character as a playable fighter if she has played a game from said character’s series. This is done to best ensure the source material is respected and well represented.
* Thank you to ValkyriePyra and MetaNite64 for various coding help! 
* Special thanks to the Fantendo Discord for various feedback and suggestions for the game.
* The archetype system used to be different. There were two categories of archetypes in the game, which were Classes and Sub-Styles. The classes - Bruiser, Assassin, and Maestro - are the main archetypes, each having a broad description of a fighter’s general playstyle. The sub-styles - Poise, Stinger, Tank, Trapper, and Dynamic - were more specific archetypes that fit alongside the more comprehensive classes in order to better signify a character upon first glance. This system was scrapped as it limited what new fighters could be added overtime since the same amount of charcaters needed to be in each of the fifteen different combinations.
* Originally, the Maestro archetype was instead called Gunner. The art depicted a cowboy with an arm rocket and still had a green color palette.
* Several Items were scrapped upon development. These include:
** Fireball - Shantae: Effects overlapped with Shantae’s neutral special.
** Mobile Phone - Donut County: Effects overlapped with the BK assist.
** Old Tutu - Undertale: Effects overlapped with the Safety Jetpack item.
* Assists based on the fighter roster were removed in Beta v3.01. This was done due to the increasing size of the assist roster becoming cluttered overtime because of the fighter assist - so their removal was chosen to make assist-only characters stand out more.
* Patrica Wagon from Mighty Switch Force was removed from the assist roster in Beta v3.01. This was due to the overpowered attack as well as a lack of potential for newer unique moves, as well as the creator's general disinterest in including the series.
* Flappy from Flappy Fighter and his play style in this game takes heavy inspiration from Ryu from Street Fighter and his depiction in the Super Smash Bros. series.
* Duck’s forward special, Quad Laser, whilst from Duck Game, is also a reference to a Aqua Teen Hunger Force episode.
* Elster's up sepcial, Hookshot, is not a weapon directly from SIGNALIS, and rather a reference to a weapon seen in Resident Evil games - one of the sries that inspired SIGANLIS' gameplay. This was done due to the lack of material from SIGNALIS qualifying for a recovery move.
* The stage layout and atmosphere of the City of Tears stage is a homage to the Super Smash Bros. Melee stage, Fountain of Dreams.
* In Mettaton's trivia question "What does Gary say to Kiki when she does something good?" on the Mettaton Block stage, one of the possible answers is "Oh, sweet wampum", which is a reference to one of Uncle Ben's catchphrases from the The Urban Rescue Ranch.
* Many characters’ color palettes are references to other media.
** Madotsuki's last two palettes respectively reference Urotsuki from the fan game Yume 2kki, and Frisk from Undertale.
** Curly Brace's final unlockable palette references the personified Vocaloid software voicebank, Hatsune Miku. 
** All of Peacock’s unlockable palettes are references to characters from pop culture. In order: Alucard from Hellsing, Hsien-Ko from Darkstalkers, Princess Daisy from Super Mario, Milk-Chan from Super Milk Chan, The Joker from DC's Batman, and Cuphead - a fellow playable character in the game.
** Shovel Knight’s seventh palette references the inclusion of Kratos from God of War in the PlayStation releases of Shovel Knight: Treasure Trove.
** Cadence's final skin is a reference to Link from The Legend of Zelda - referencing the crossover game Cadence of Hyrule: Crypt of the NecroDancer Featuring The Legend of Zelda.
** Papyrus’ last two palettes are a reference to Giovanni Potage from Epithet Erased and Skeletor from The Masters of the Universe franchise respectively.
** Kragg's fifth unlockable palette is based off of the limited color palette of the Nintendo console, Game Boy. It is also a reference to Dan Fornace's previous work on a fangame titled Super Smash Land.
** Both Welltaro and Kiki have palettes referencing the limited color palette of the Nintendo console, Virtual Boy.
** Plant's unlockable palette is based on the Piranha Plant from the Super Mario series.
** The Beheaded's second to last unlockable palette is based on fellow fighter, The Knight from Hollow Knight.
** Ms. Chalice has a palette based on the Wendy’s mascot character, referencing Cuphead's collaboration with the fast food chain previously.
** Madeline & Badeline has a handful of references in her palettes, such as Nintendo's Ice Climbers, Bridget & Roger from Guilty Gear, Kat & Dusty from Gravity Rush, and colors representing the transgender pride flag.
** Zagreus has several references in their palette swaps, such as Pit from Kid Icarus, Hercule from Disney's movie of the same name, and two palettes referencing Greek culture (the country flag and ancient pottery)
** The Silent's final two unlockbale palettes are based on Astarion from Baldur's Gate 3 and Plague Knight from Shovel Knight.
** All of the Untitled Goose's palettes real life geese breeed except the 8th palette, referencing the color palette of a bottle of Grey Goose Vodka.
** Harry's second unlockable palette is based off of M. Bison from Street Fighter.
** V1 has two unlockable palettes respectively referencing a Zaku from the Gundam franchise and the Doom Slayer from Doom Eternal.
** Elster has two unlockable palletss respectively referencing Isaac Clarke from the Dead Space and an armorless Samus Aran from Metroid: Zero Mission - popularly referred to as Zero Suit Samus.
IndieClashXLogoOld.png|Indie Clash's old logo.
QuoteCurlyIndieClashX.png|Quote and Curly dual render.
FuFoodsDualIndieClashX.png|Fu-Foods dual render.
ScrappedAssists.png|The scrapped assist artwork.
ScrappedGunner.png|The scrapped fighter archetype: Gunner.
SkullgirlsIndieClash.png|Banner created for the Thanksgiving 2022 Skullgirls Fighter Poll.
RivalsofAetherIndieClash.png|Banner created for the May 2023 Rivals of Aether Fighter Poll.
Gallery
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TheBeheadedIndieClashX4.png
TheBeheadedIndieClashX5.png
TheBeheadedIndieClashX6.png
TheBeheadedIndieClashX7.png
TheBeheadedIndieClashX8.png
TheBeheadedIndieClashX9.png
TheBeheadedIndieClashX10.png
TheBeheadedIndieClashX11.png
TheBeheadedIndieClashX12.png
CadenceIndieClashX.png
CadenceIndieClashX2.png
CadenceIndieClashX3.png
CadenceIndieClashX4.png
CadenceIndieClashX5.png
CadenceIndieClashX6.png
CadenceIndieClashX7.png
CadenceIndieClashX8.png
CadenceIndieClashX9.png
CadenceIndieClashX10.png
CadenceIndieClashX11.png
CadenceIndieClashX12.png
CupheadIndieClashX.png
CupheadIndieClashX2.png
CupheadIndieClashX3.png
CupheadIndieClashX4.png
CupheadIndieClashX5.png
CupheadIndieClashX6.png
CupheadIndieClashX7.png
CupheadIndieClashX8.png
CupheadIndieClashX9.png
CupheadIndieClashX10.png
CupheadIndieClashX11.png
CupheadIndieClashX12.png
ElsterIndieClashX.png
ElsterIndieClashX2.png
ElsterIndieClashX3.png
ElsterIndieClashX4.png
ElsterIndieClashX5.png
ElsterIndieClashX6.png
ElsterIndieClashX7.png
ElsterIndieClashX8.png
ElsterIndieClashX9.png
ElsterIndieClashX10.png
ElsterIndieClashX11.png
ElsterIndieClashX12.png
WatermelonIndieClashX.png
AvocadoIndieClashX.png
BananaIndieClashX.png
MilkIndieClashX.png
IceCreamIndieClashX.png
DonutIndieClashX.png
SushiIndieClashX.png
BaconIndieClashX.png
BurgerIndieClashX.png
HotSauceIndieClashX.png
BobaTeaIndieClashX.png
CoffeeIndieClashX.png
HarryIndieClashX.png
HarryIndieClashX2.png
HarryIndieClashX3.png
HarryIndieClashX4.png
HarryIndieClashX5.png
HarryIndieClashX6.png
HarryIndieClashX7.png
HarryIndieClashX8.png
HarryIndieClashX9.png
HarryIndieClashX10.png
HarryIndieClashX11.png
HarryIndieClashX12.png
TheKnightIndieClashX.png
TheKnightIndieClashX2.png
TheKnightIndieClashX3.png
TheKnightIndieClashX4.png
TheKnightIndieClashX5.png
TheKnightIndieClashX6.png
TheKnightIndieClashX7.png
TheKnightIndieClashX8.png
TheKnightIndieClashX9.png
TheKnightIndieClashX10.png
TheKnightIndieClashX11.png
TheKnightIndieClashX12.png
KikiIndieClashX.png
KikiAltsIndieClashX2.png
KikiAltsIndieClashX3.png
KikiAltsIndieClashX4.png
KikiAltsIndieClashX5.png
KikiAltsIndieClashX6.png
KikiAltsIndieClashX7.png
KikiAltsIndieClashX8.png
KikiAltsIndieClashX9.png
KikiAltsIndieClashX10.png
KikiAltsIndieClashX11.png
KikiAltsIndieClashX12.png
KraggIndieClashX.png
KraggIndieClashX2.png
KraggIndieClashX3.png
KraggIndieClashX4.png
KraggIndieClashX5.png
KraggIndieClashX6.png
KraggIndieClashX7.png
KraggIndieClashX8.png
KraggIndieClashX9.png
KraggIndieClashX10.png
KraggIndieClashX11.png
KraggIndieClashX12.png
MadelineIndieClashX.png
MadelineSingleIndieClashX.png
BadelineSingleIndieClashX.png
MadelineIndieClashX2.png
MadelineSingleIndieClashX2.png
BadelineSingleIndieClashX2.png
MadelineIndieClashX3.png
MadelineSingleIndieClashX3.png
BadelineSingleIndieClashX3.png
MadelineIndieClashX4.png
MadelineSingleIndieClashX4.png
BadelineSingleIndieClashX4.png
MadelineIndieClashX5.png
MadelineSingleIndieClashX5.png
BadelineSingleIndieClashX5.png
MadelineIndieClashX6.png
MadelineSingleIndieClashX6.png
BadelineSingleIndieClashX6.png
MadelineIndieClashX7.png
MadelineSingleIndieClashX7.png
BadelineSingleIndieClashX7.png
MadelineIndieClashX8.png
MadelineSingleIndieClashX8.png
BadelineSingleIndieClashX8.png
MadelineIndieClashX9.png
MadelineSingleIndieClashX9.png
BadelineSingleIndieClashX9.png
MadelineIndieClashX10.png
MadelineSingleIndieClashX10.png
BadelineSingleIndieClashX10.png
MadelineIndieClashX11.png
MadelineSingleIndieClashX11.png
BadelineSingleIndieClashX11.png
MadelineIndieClashX12.png
MadelineSingleIndieClashX12.png
BadelineSingleIndieClashX12.png
MadotsukiIndieClash.png
MadotsukiIndieClashX2.png
MadotsukiIndieClashX3.png
MadotsukiIndieClashX4.png
MadotsukiIndieClashX5.png
MadotsukiIndieClashX6.png
MadotsukiIndieClashX7.png
MadotsukiIndieClashX8.png
MadotsukiIndieClashX9.png
MadotsukiIndieClashX10.png
MadotsukiIndieClashX11.png
MadotsukiIndieClashX12.png
MutantsIndieClashX1.png
MutantsIndieClashX2.png
MutantsIndieClashX3.png
MutantsIndieClashX4.png
MutantsIndieClashX5.png
MutantsIndieClashX6.png
MutantsIndieClashX7.png
MutantsIndieClashX8.png
MutantsIndieClashX9.png
MutantsIndieClashX10.png
MutantsIndieClashX11.png
MutantsIndieClashX12.png
PapyrusIndieClashX.png
PapyrusIndieClashX2.png
PapyrusIndieClashX3.png
PapyrusIndieClashX4.png
PapyrusIndieClashX5.png
PapyrusIndieClashX6.png
PapyrusIndieClashX7.png
PapyrusIndieClashX8.png
PapyrusIndieClashX9.png
PapyrusIndieClashX10.png
PapyrusIndieClashX11.png
PapyrusIndieClashX12.png
PeacockIndieClashX.png
PeacockIndieClashX2.png
PeacockIndieClashX3.png
PeacockIndieClashX4.png
PeacockIndieClashX5.png
PeacockIndieClashX6.png
PeacockIndieClashX7.png
PeacockIndieClashX8.png
PeacockIndieClashX9.png
PeacockIndieClashX10.png
PeacockIndieClashX11.png
PeacockIndieClashX12.png
PeppinoIndieClashX.png
PeppinoIndieClashX2.png
PeppinoIndieClashX3.png
PeppinoIndieClashX4.png
PeppinoIndieClashX5.png
PeppinoIndieClashX6.png
PeppinoIndieClashX7.png
PeppinoIndieClashX8.png
PeppinoIndieClashX9.png
PeppinoIndieClashX10.png
PeppinoIndieClashX11.png
PeppinoIndieClashX12.png
QuoteCurlyIndieClashX1.png
QuoteCurlyIndieClashX2.png
QuoteCurlyIndieClashX3.png
QuoteCurlyIndieClashX4.png
QuoteCurlyIndieClashX5.png
QuoteCurlyIndieClashX6.png
QuoteCurlyIndieClashX7.png
QuoteCurlyIndieClashX8.png
QuoteCurlyIndieClashX9.png
QuoteCurlyIndieClashX10.png
QuoteCurlyIndieClashX11.png
QuoteCurlyIndieClashX12.png
ReimuIndieClashX.png
ReimuIndieClashX2.png
ReimuIndieClashX3.png
ReimuIndieClashX4.png
ReimuIndieClashX5.png
ReimuIndieClashX6.png
ReimuIndieClashX7.png
ReimuIndieClashX8.png
ReimuIndieClashX9.png
ReimuIndieClashX10.png
ReimuIndieClashX11.png
ReimuIndieClashX12.png
ShantaeIndieClashX.png
ShantaeIndieClashX2.png
ShantaeIndieClashX3.png
ShantaeIndieClashX4.png
ShantaeIndieClashX5.png
ShantaeIndieClashX6.png
ShantaeIndieClashX7.png
ShantaeIndieClashX8.png
ShantaeIndieClashX9.png
ShantaeIndieClashX10.png
ShantaeIndieClashX11.png
ShantaeIndieClashX12.png
ShovelKnightIndieClashX.png
ShovelKnightIndieClashX2.png
ShovelKnightIndieClashX3.png
ShovelKnightIndieClashX4.png
ShovelKnightIndieClashX5.png
ShovelKnightIndieClashX6.png
ShovelKnightIndieClashX7.png
ShovelKnightIndieClashX8.png
ShovelKnightIndieClashX9.png
ShovelKnightIndieClashX10.png
ShovelKnightIndieClashX11.png
ShovelKnightIndieClashX12.png
TheSilentIndieClashX.png
TheSilentIndieClashX2.png
TheSilentIndieClashX3.png
TheSilentAltsIndieClashX4.png
TheSilentAltsIndieClashX5.png
TheSilentAltsIndieClashX6.png
TheSilentAltsIndieClashX7.png
TheSilentAltsIndieClashX8.png
TheSilentAltsIndieClashX9.png
TheSilentAltsIndieClashX10.png
TheSilentAltsIndieClashX11.png
TheSilentAltsIndieClashX12.png
UntitledGooseIndieClashX.png
UntitledGooseIndieClashX2.png
UntitledGooseIndieClashX3.png
UntitledGooseIndieClashX4.png
UntitledGooseIndieClashX5.png
UntitledGooseIndieClashX6.png
UntitledGooseIndieClashX7.png
UntitledGooseIndieClashX8.png
UntitledGooseIndieClashX9.png
UntitledGooseIndieClashX10.png
UntitledGooseIndieClashX11.png
UntitledGooseIndieClashX12.png
V1IndieClashX.png
V1IndieClashX2.png
V1IndieClashX3.png
V1IndieClashX4.png
V1IndieClashX5.png
V1IndieClashX6.png
V1IndieClashX7.png
V1IndieClashX8.png
V1IndieClashX9.png
V1IndieClashX10.png
V1IndieClashX11.png
V1IndieClashX12.png
WelltaroIndieClashX.png
WelltaroIndieClashX2.png
WelltaroIndieClashX3.png
WelltaroIndieClashX4.png
WelltaroIndieClashX5.png
WelltaroIndieClashX6.png
WelltaroIndieClashX7.png
WelltaroIndieClashX8.png
WelltaroIndieClashX9.png
WelltaroIndieClashX10.png
WelltaroIndieClashX11.png
WelltaroIndieClashX12.png
ZagreusIndieClashX.png
ZagreusIndieClashX2.png
ZagreusIndieClashX3.png
ZagreusIndieClashX4.png
ZagreusIndieClashX5.png
ZagreusIndieClashX6.png
ZagreusIndieClashX7.png
ZagreusIndieClashX8.png
ZagreusIndieClashX9.png
ZagreusIndieClashX10.png
ZagreusIndieClashX11.png
ZagreusIndieClashX12.png
Gallery
TheBeheadedStockIconIndieClashX.png
TheBeheadedStockIconIndieClashX2.png
TheBeheadedStockIconIndieClashX3.png
TheBeheadedStockIconIndieClashX4.png
TheBeheadedStockIconIndieClashX5.png
TheBeheadedStockIconIndieClashX6.png
TheBeheadedStockIconIndieClashX7.png
TheBeheadedStockIconIndieClashX8.png
TheBeheadedStockIconIndieClashX9.png
TheBeheadedStockIconIndieClashX10.png
TheBeheadedStockIconIndieClashX11.png
TheBeheadedStockIconIndieClashX12.png
CadenceStockIconIndieClashX.png
CadenceStockIconIndieClashX2.png
CadenceStockIconIndieClashX3.png
CadenceStockIconIndieClashX4.png
CadenceStockIconIndieClashX5.png
CadenceStockIconIndieClashX6.png
CadenceStockIconIndieClashX7.png
CadenceStockIconIndieClashX8.png
CadenceStockIconIndieClashX9.png
CadenceStockIconIndieClashX10.png
CadenceStockIconIndieClashX11.png
CadenceStockIconIndieClashX12.png
CupheadStockIconIndieClashX.png
CupheadStockIconIndieClashX2.png
CupheadStockIconIndieClashX3.png
CupheadStockIconIndieClashX4.png
CupheadStockIconIndieClashX5.png
CupheadStockIconIndieClashX6.png
CupheadStockIconIndieClashX7.png
CupheadStockIconIndieClashX8.png
CupheadStockIconIndieClashX9.png
CupheadStockIconIndieClashX10.png
CupheadStockIconIndieClashX11.png
CupheadStockIconIndieClashX12.png
ElsterStockIconIndieClashX.png
ElsterStockIconIndieClashX2.png
ElsterStockIconIndieClashX3.png
ElsterStockIconIndieClashX4.png
ElsterStockIconIndieClashX5.png
ElsterStockIconIndieClashX6.png
ElsterStockIconIndieClashX7.png
ElsterStockIconIndieClashX8.png
ElsterStockIconIndieClashX9.png
ElsterStockIconIndieClashX10.png
ElsterStockIconIndieClashX11.png
ElsterStockIconIndieClashX12.png
WatermelonStockIconIndieClashX.png
AvocadoStockIconIndieClashX.png
BananaStockIconIndieClashX.png
MilkStockIconIndieClashX.png
IceCreamStockIconIndieClashX.png
DonutStockIconIndieClashX.png
SushiStockIconIndieClashX.png
BaconStockIconIndieClashX.png
BurgerStockIconIndieClashX.png
HotSauceStockIconIndieClashX.png
BobaTeaStockIconIndieClashX.png
CoffeeStockIconIndieClashX.png
HarryStockIconIndieClashX.png
HarryStockIconIndieClashX2.png
HarryStockIconIndieClashX3.png
HarryStockIconIndieClashX4.png
HarryStockIconIndieClashX5.png
HarryStockIconIndieClashX6.png
HarryStockIconIndieClashX7.png
HarryStockIconIndieClashX8.png
HarryStockIconIndieClashX9.png
HarryStockIconIndieClashX10.png
HarryStockIconIndieClashX11.png
HarryStockIconIndieClashX12.png
TheKnightStockIconIndieClashX.png
TheKnightStockIconIndieClashX2.png
TheKnightStockIconIndieClashX3.png
TheKnightStockIconIndieClashX4.png
TheKnightStockIconIndieClashX5.png
TheKnightStockIconIndieClashX6.png
TheKnightStockIconIndieClashX7.png
TheKnightStockIconIndieClashX8.png
TheKnightStockIconIndieClashX9.png
TheKnightStockIconIndieClashX10.png
TheKnightStockIconIndieClashX11.png
TheKnightStockIconIndieClashX12.png
KikiStockIconIndieClashX.png
KikiStockIconIndieClashX2.png
KikiStockIconIndieClashX3.png
KikiStockIconIndieClashX4.png
KikiStockIconIndieClashX5.png
KikiStockIconIndieClashX6.png
KikiStockIconIndieClashX7.png
KikiStockIconIndieClashX8.png
KikiStockIconIndieClashX9.png
KikiStockIconIndieClashX10.png
KikiStockIconIndieClashX11.png
KikiStockIconIndieClashX12.png
KraggStockIconIndieClashX.png
KraggStockIconIndieClashX2.png
KraggStockIconIndieClashX3.png
KraggStockIconIndieClashX4.png
KraggStockIconIndieClashX5.png
KraggStockIconIndieClashX6.png
KraggStockIconIndieClashX7.png
KraggStockIconIndieClashX8.png
KraggStockIconIndieClashX9.png
KraggStockIconIndieClashX10.png
KraggStockIconIndieClashX11.png
KraggStockIconIndieClashX12.png
MadelineStockIconIndieClashX.png
MadelineStockIconIndieClashX2.png
MadelineStockIconIndieClashX3.png
MadelineStockIconIndieClashX4.png
MadelineStockIconIndieClashX5.png
MadelineStockIconIndieClashX6.png
MadelineStockIconIndieClashX7.png
MadelineStockIconIndieClashX8.png
MadelineStockIconIndieClashX9.png
MadelineStockIconIndieClashX10.png
MadelineStockIconIndieClashX11.png
MadelineStockIconIndieClashX12.png
MadotsukiStockIconIndieClashX.png
MadotsukiStockIconIndieClashX2.png
MadotsukiStockIconIndieClashX3.png
MadotsukiStockIconIndieClashX4.png
MadotsukiStockIconIndieClashX5.png
MadotsukiStockIconIndieClashX6.png
MadotsukiStockIconIndieClashX7.png
MadotsukiStockIconIndieClashX8.png
MadotsukiStockIconIndieClashX9.png
MadotsukiStockIconIndieClashX10.png
MadotsukiStockIconIndieClashX11.png
MadotsukiStockIconIndieClashX12.png
MutantsStockIconIndieClashX.png
MutantsStockIconIndieClashX2.png
MutantsStockIconIndieClashX3.png
MutantsStockIconIndieClashX4.png
MutantsStockIconIndieClashX5.png
MutantsStockIconIndieClashX6.png
MutantsStockIconIndieClashX7.png
MutantsStockIconIndieClashX8.png
MutantsStockIconIndieClashX9.png
MutantsStockIconIndieClashX10.png
MutantsStockIconIndieClashX11.png
MutantsStockIconIndieClashX12.png
PapyrusStockIconIndieClashX.png
PapyrusStockIconIndieClashX2.png
PapyrusStockIconIndieClashX3.png
PapyrusStockIconIndieClashX4.png
PapyrusStockIconIndieClashX5.png
PapyrusStockIconIndieClashX6.png
PapyrusStockIconIndieClashX7.png
PapyrusStockIconIndieClashX8.png
PapyrusStockIconIndieClashX9.png
PapyrusStockIconIndieClashX10.png
PapyrusStockIconIndieClashX11.png
PapyrusStockIconIndieClashX12.png
PeacockStockIconIndieClashX.png
PeacockStockIconIndieClashX2.png
PeacockStockIconIndieClashX3.png
PeacockStockIconIndieClashX4.png
PeacockStockIconIndieClashX5.png
PeacockStockIconIndieClashX6.png
PeacockStockIconIndieClashX7.png
PeacockStockIconIndieClashX8.png
PeacockStockIconIndieClashX9.png
PeacockStockIconIndieClashX10.png
PeacockStockIconIndieClashX11.png
PeacockStockIconIndieClashX12.png
PeppinoStockIconIndieClashX.png
PeppinoStockIconIndieClashX2.png
PeppinoStockIconIndieClashX3.png
PeppinoStockIconIndieClashX4.png
PeppinoStockIconIndieClashX5.png
PeppinoStockIconIndieClashX6.png
PeppinoStockIconIndieClashX7.png
PeppinoStockIconIndieClashX8.png
PeppinoStockIconIndieClashX9.png
PeppinoStockIconIndieClashX10.png
PeppinoStockIconIndieClashX11.png
PeppinoStockIconIndieClashX12.png
QuoteCurlyStockIconIndieClashX.png
QuoteCurlyStockIconIndieClashX2.png
QuoteCurlyStockIconIndieClashX3.png
QuoteCurlyStockIconIndieClashX4.png
QuoteCurlyStockIconIndieClashX5.png
QuoteCurlyStockIconIndieClashX6.png
QuoteCurlyStockIconIndieClashX7.png
QuoteCurlyStockIconIndieClashX8.png
QuoteCurlyStockIconIndieClashX9.png
QuoteCurlyStockIconIndieClashX10.png
QuoteCurlyStockIconIndieClashX11.png
QuoteCurlyStockIconIndieClashX12.png
ReimuStockIconIndieClashX.png
ReimuStockIconIndieClashX2.png
ReimuStockIconIndieClashX3.png
ReimuStockIconIndieClashX4.png
ReimuStockIconIndieClashX5.png
ReimuStockIconIndieClashX6.png
ReimuStockIconIndieClashX7.png
ReimuStockIconIndieClashX8.png
ReimuStockIconIndieClashX9.png
ReimuStockIconIndieClashX10.png
ReimuStockIconIndieClashX11.png
ReimuStockIconIndieClashX12.png
ShantaeStockIconIndieClashX.png
ShantaeStockIconIndieClashX2.png
ShantaeStockIconIndieClashX3.png
ShantaeStockIconIndieClashX4.png
ShantaeStockIconIndieClashX5.png
ShantaeStockIconIndieClashX6.png
ShantaeStockIconIndieClashX7.png
ShantaeStockIconIndieClashX8.png
ShantaeStockIconIndieClashX9.png
ShantaeStockIconIndieClashX10.png
ShantaeStockIconIndieClashX11.png
ShantaeStockIconIndieClashX12.png
ShovelKnightStockIconIndieClashX.png
ShovelKnightStockIconIndieClashX2.png
ShovelKnightStockIconIndieClashX3.png
ShovelKnightStockIconIndieClashX4.png
ShovelKnightStockIconIndieClashX5.png
ShovelKnightStockIconIndieClashX6.png
ShovelKnightStockIconIndieClashX7.png
ShovelKnightStockIconIndieClashX8.png
ShovelKnightStockIconIndieClashX9.png
ShovelKnightStockIconIndieClashX10.png
ShovelKnightStockIconIndieClashX11.png
ShovelKnightStockIconIndieClashX12.png
TheSilentStockIconIndieClashX.png
TheSilentStockIconIndieClashX2.png
TheSilentStockIconIndieClashX3.png
TheSilentStockIconIndieClashX4.png
TheSilentStockIconIndieClashX5.png
TheSilentStockIconIndieClashX6.png
TheSilentStockIconIndieClashX7.png
TheSilentStockIconIndieClashX8.png
TheSilentStockIconIndieClashX9.png
TheSilentStockIconIndieClashX10.png
TheSilentStockIconIndieClashX11.png
TheSilentStockIconIndieClashX12.png
UntitledGooseStockIconIndieClashX.png
UntitledGooseStockIconIndieClashX2.png
UntitledGooseStockIconIndieClashX3.png
UntitledGooseStockIconIndieClashX4.png
UntitledGooseStockIconIndieClashX5.png
UntitledGooseStockIconIndieClashX6.png
UntitledGooseStockIconIndieClashX7.png
UntitledGooseStockIconIndieClashX8.png
UntitledGooseStockIconIndieClashX9.png
UntitledGooseStockIconIndieClashX10.png
UntitledGooseStockIconIndieClashX11.png
UntitledGooseStockIconIndieClashX12.png
V1StockIconIndieClashX.png
V1StockIconIndieClashX2.png
V1StockIconIndieClashX3.png
V1StockIconIndieClashX4.png
V1StockIconIndieClashX5.png
V1StockIconIndieClashX6.png
V1StockIconIndieClashX7.png
V1StockIconIndieClashX8.png
V1StockIconIndieClashX9.png
V1StockIconIndieClashX10.png
V1StockIconIndieClashX11.png
V1StockIconIndieClashX12.png
WelltaroStockIconIndieClashX.png
WelltaroStockIconIndieClashX2.png
WelltaroStockIconIndieClashX3.png
WelltaroStockIconIndieClashX4.png
WelltaroStockIconIndieClashX5.png
WelltaroStockIconIndieClashX6.png
WelltaroStockIconIndieClashX7.png
WelltaroStockIconIndieClashX8.png
WelltaroStockIconIndieClashX9.png
WelltaroStockIconIndieClashX10.png
WelltaroStockIconIndieClashX11.png
WelltaroStockIconIndieClashX12.png
ZagreusStockIconIndieClashX.png
ZagreusStockIconIndieClashX2.png
ZagreusStockIconIndieClashX3.png
ZagreusStockIconIndieClashX4.png
ZagreusStockIconIndieClashX5.png
ZagreusStockIconIndieClashX6.png
ZagreusStockIconIndieClashX7.png
ZagreusStockIconIndieClashX8.png
ZagreusStockIconIndieClashX9.png
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This does not depict an actual product and is simply a work of fiction made for fun.
Category:Fan Games
Category:2D Games
Category:Indie Games
Category:FruitBits
Category:Fighting Games
Category:Platform Fighting Games
Category:Crossovers
Category:Crossover Games
Category:Crossover Fighting Games
Category:Umbrella Games
Category:Nintendo Switch Games
Category:PlayStation 4 Games
Category:PlayStation 5 Games
Category:Xbox One Games
Category:Xbox Series X/S Games
Category:Steam Games
Category:PC Games
Category:Downloadable Games
Category:Multi-Platform Games
Category:Single Player Games
Category:Multiplayer Games
Category:Online Games
Category:Rated B CERO Games
Category:Rated T Games
Category:Rated PG Games
Category:Rated 12 Games
Category:Games with DLC
Category:Author Appeal Project
Category:2022
Category:2023
Category:2024