really great game! I really like the controls but it does take some time getting used to. I know it is a demo and is early in development but it could really be great to have something like different maps to keep it a bit away from the repetitiveness because I feel like after some time it's gonna get boring if nothing really happens. It's really great nonetheless!
The controls feel great and it is fun to play. However, it is still evident that the work is not done (hopefully soon).
The options for movement of the entire fighter should definitely be more than just simple directional. I remember you working on a dash and I think its a good idea as long as it depends on the current stamina system.
A way to do uppercuts and fakes could be cool as well.
Great game so far!! I've really been enjoying the devlogs and its so great to finally get to play the game! Can't wait to see where this game goes! Keep up the great work!!!
I've practiced boxing a lot, and the 1st thing I tried was "jab/cross" but I see the character "tired". I think I understand why you did that, you probably want the game to be a "funny casual" game instead of a combo, fast paced versus fighting game. Being able to throw lightning fast punches would make a different game.
However, that's an interesting question to debate wether not you want to make a fun party game or something more complex to master, because the controls are pretty hard to get used to. Not everyone can grab the pad and have fun in 5 min.
I personnally love the "realistic" aspect of it, but with the visuals, it looks like you want to go for the party game.
Loved what you got so far! Been watching your videos for weeks and really enjoyed the progress made and was exciting to try it out :) One feature I would like to see would be a clearer indication that you are running out of energy, like when you low on health the screen goes red but overall loved it!
1. The camera is a little to slow maybe increase it by a little
2. The charge up takes to long make it one second shorter to have faster pace games.
3. Make a graphics option since I have a high end laptop I want to bump everything to max I noticed that there was aliasing which makes me personally find some games unpleasing to look at make these graphic slider. Resolution, FXAA, and last particle effects
That's all also please and online multiplayer on steam version if you can.
i love this game and i want it to succeed so I'am going to give my honest opinion.
1. the camera need to moves faster because i want to focus on the fight and not look away from the opponent
2. the controls are nice and well though of but can be hard for a noob to get used to especially if they don't know much about fighting
3. I think the charge should be a little faster just to make the game a little more fast paced, plus no one is going to wait for you to charge to hit them. I know that was done on purpose but the game feels a little slow, boxing should be some what fast paced and strategic. this gives the player an adrenalin rush and they feel more rewarded when they win, because they worked hard for the dub.
4. this is a great game and I hop you succeed.
also can you add footwork animations, nobody fights with their feet horizontal to each other
I think you should add keyboard and mouse support cause since this game is going out on Steam many people including me would prefer using a keyboard and mouse on a pc
There is keyboard and mouse input available for the demo. You can press the Tab key on your keyboard to switch inputs between controller input and keyboard inputs. Hope that helps!
Physics are nice and the controls are very natural, I do think there needs to be an uppercut which could be block + punch + up. I also thing combos need to be added like two left jab and it'll turn the right jab into a straight. Great demo so far!
would be nice to hear the crowd oh and ah when a big hit is landed (not every time; but under certain conditions that denote an epicly timed hit/counter hit) --- I can expand on this if you like. Feel free to ask me.
a starting and ending bell for rounds (even in the demo when the game loads and punching can begin)
consider background music (I'm not sure about this)
Controls:
As far as I can see there are 12 different punches: jab, hook, and haymaker(3) x head and body (2) x left and right hand (2). It's hard to execute the haymaker on the body. Also; it's hard to see the difference from a hook vs a haymaker because they both have the blurred speed effect.
I propose either only having the blur on the haymaker punch OR adding a different effect for the haymaker punch to differentiate it more.
The timing for the punching and leaning at the same time has to be VERY precise. I'd like a larger window to execute the lean and the punch--maybe 100ms or less? (I'm guessing that the number; but it would be nice to feel a little bit forgiving).
A haymaker is executed using the following steps:
a. charge the punch
b. leaning to the same side as the changing hand
c. lean to the opposite side and RELEASE the button at the same time
OR
a. charge the punch
b. lean forward and RELEASE the button at the same time
I find that to be easier than the normal hook:
a. leaning to one side b. lean to the opposite side and PRESS the corresponding punch button at the same time The inconsistency is frustrating. This is especially challenging when trying to attack the body instead of the head.
Suggestion Option A: Consider a control scheme where all punches are thrown on button RELEASE instead of press. This would give you an opportunity to vary all punch strength--and other attributes--based on the charge time. That preserves some of strategic aspects in the game by adding a chicken element when you see an opening. There's risk in each punch--holding for strength encourages more pacing and patience. This is NOT a new concept--and old SNES game called Weaponlord has some combos that worked that way. I thought it to be ahead of its time.
Suggestion Option B: Consider not having one punch button and let the way you lean determine the left or right punch. This would probably have to work in conjunction with Option A... The punch happens on RELEASE. For example: --the jab: a. before and/or while leaning to one side PRESS AND RELEASE the punch button (or hold for a SHORT time)
--the hook: a. before and/or while leaning to one side PRESS AND HOLD the punch button b. after a SHORT-to-MEDIUM time lean to the opposite side and RELEASE the punch button at the same time
--the haymaker (same as it is now): a. before and/or while leaning to one side PRESS AND HOLD the punch button b. after a LONG time lean to the opposite side and RELEASE the punch button at the same time
You'll need to set min/max values for the jab (short), hook (medium), and haymaker (long) punches for sure.
BUG: - There's some bug that I can't consistently repeat that cause a double jab from only one trigger press. I find that it happens more when I'm walking and punching--especially to the side and behind the dummy. - I didn't see the health and stamina bars.
i havn't played yet but as you probably expected there are alot of bugs and other problems to fix in the game also alot of thing still needed to be added maybe a solo offline aspect
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I would recommend making a website for the game and http://punchabunch.com/ is for sale.
Hey, ponty, I don't know if you've been told this already but most PCs today are 64-bit so don't worry.
really great game! I really like the controls but it does take some time getting used to. I know it is a demo and is early in development but it could really be great to have something like different maps to keep it a bit away from the repetitiveness because I feel like after some time it's gonna get boring if nothing really happens. It's really great nonetheless!
Made a video of me trying out the demo for the first time!
I love all the mechanics, and i think you can make them feel better by adding controller vibration every time you do a hard punch or when you get hit
Lots of potential! Keep up the great work!
OHHH....
EPIK, mythic is here
yeah, cool to see other creators too in the comment sections
Was this an inspiration for your rework of your old game?
The controls feel great and it is fun to play. However, it is still evident that the work is not done (hopefully soon).
The options for movement of the entire fighter should definitely be more than just simple directional. I remember you working on a dash and I think its a good idea as long as it depends on the current stamina system.
A way to do uppercuts and fakes could be cool as well.
Also idle animations would be amazing.
Love the game!
+1 for uppercuts, idle animations, and fakes!!! These suggestions are EPIK board worthy
How'd u compress the game so much? A small project for me is like 500+mb
there's probably some tutorials out there if you search for them /ᐠ. ̫ .ᐟ\
Oh man, can I help you with this? I've been wanting to make a spiritual successor to Fight Night for like a year...
Feels really good! Can't wait to see the full game!
Great game so far!! I've really been enjoying the devlogs and its so great to finally get to play the game! Can't wait to see where this game goes! Keep up the great work!!!
Hey, that is a promising project!
I've practiced boxing a lot, and the 1st thing I tried was "jab/cross" but I see the character "tired". I think I understand why you did that, you probably want the game to be a "funny casual" game instead of a combo, fast paced versus fighting game. Being able to throw lightning fast punches would make a different game.
However, that's an interesting question to debate wether not you want to make a fun party game or something more complex to master, because the controls are pretty hard to get used to. Not everyone can grab the pad and have fun in 5 min.
I personnally love the "realistic" aspect of it, but with the visuals, it looks like you want to go for the party game.
I'm curious which path you will choose.
Good luck!
game play is good but try to make it lean r/L for the cam not the character
Loved what you got so far! Been watching your videos for weeks and really enjoyed the progress made and was exciting to try it out :) One feature I would like to see would be a clearer indication that you are running out of energy, like when you low on health the screen goes red but overall loved it!
hahaha game goes brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
great potential keep going dont let hate stop you
Could you add a Mac built please? I would love to play this game but I only have a Mac.
please add keyboard support my dude
He's said he won't do that, and honestly I don't see how he could with the gameplay control that he's developed.
There IS keyboard and mouse support in the demo, you can use the Tab button to switch between controller and/or keyboard and mouse
needs music
Love your devlogs so I wanted to provide feedback!
2 things
1. rope physics makes the ring feel way better
2. maybe make bobbing and weaving more viable.
e.g if someone were to throw a hook they could lean back to dodge it. right now I'm not sure if you can lean back far enough to dodge a hook.
Love this demo here's a list of things to change
1. The camera is a little to slow maybe increase it by a little
2. The charge up takes to long make it one second shorter to have faster pace games.
3. Make a graphics option since I have a high end laptop I want to bump everything to max I noticed that there was aliasing which makes me personally find some games unpleasing to look at make these graphic slider. Resolution, FXAA, and last particle effects
That's all also please and online multiplayer on steam version if you can.
You can change the camera speed by pressing the Esc key on your keyboard and tweaking with the settings. Hope that helps!
i love this game and i want it to succeed so I'am going to give my honest opinion.
1. the camera need to moves faster because i want to focus on the fight and not look away from the opponent
2. the controls are nice and well though of but can be hard for a noob to get used to especially if they don't know much about fighting
3. I think the charge should be a little faster just to make the game a little more fast paced, plus no one is going to wait for you to charge to hit them. I know that was done on purpose but the game feels a little slow, boxing should be some what fast paced and strategic. this gives the player an adrenalin rush and they feel more rewarded when they win, because they worked hard for the dub.
4. this is a great game and I hop you succeed.
also can you add footwork animations, nobody fights with their feet horizontal to each other
Graphics options plz
or some kind of way to get it to run better
whats your hardware and how much fps did you get.
this looks so fun i remember when i saw his first devlog
EPIK
I can’t wait to play the final product 😊
I think you should add keyboard and mouse support cause since this game is going out on Steam many people including me would prefer using a keyboard and mouse on a pc
There is keyboard and mouse input available for the demo. You can press the Tab key on your keyboard to switch inputs between controller input and keyboard inputs. Hope that helps!
actually I said that before he made an update
I was talking about the original version he uploaded
Can you make a mac export of this game?
Looks like a very good upcoming game. The only thing that needs work is the camera, I feel like it is a bit slow, other than that it is cool.
You can tweak the settings and change the camera speed by pressing the Esc key on your keyboard. Hope that helps!
Physics are nice and the controls are very natural, I do think there needs to be an uppercut which could be block + punch + up. I also thing combos need to be added like two left jab and it'll turn the right jab into a straight. Great demo so far!
Me and the kids played yesterday: https://m.youtube.com/watch?v=aaPDzLydXcw
Linux version please
Linux version?
Preferably for arch based systems
Might run on wine, kinda worked for me on debian. Pretty much just a bronze rated app currently.
Will you please upload the demo version for 2 players! It would be f*king awesome!
Doesn't seem to work with an Xbox 360 Gamepad :/
Hi. Anyone knows how to use a Logitech Controller with the game?
I have to map the buttons and joystics to commands of the keryboard.
Even the movement with the joystick it's not recognized by the demo.
Thanks!
Nice cute character . Lack of body control. The character automatically kept on falling towards the side.
Atmosphere - Sound Design:
Controls:
As far as I can see there are 12 different punches: jab, hook, and haymaker(3) x head and body (2) x left and right hand (2). It's hard to execute the haymaker on the body. Also; it's hard to see the difference from a hook vs a haymaker because they both have the blurred speed effect.
- a. charge the punch
- b. leaning to the same side as the changing hand
- c. lean to the opposite side and RELEASE the button at the same time
- a. charge the punch
- b. lean forward and RELEASE the button at the same time
I find that to be easier than the normal hook:OR
a. leaning to one side
b. lean to the opposite side and PRESS the corresponding punch button at the same time
The inconsistency is frustrating. This is especially challenging when trying to attack the body instead of the head.
Suggestion Option A: Consider a control scheme where all punches are thrown on button RELEASE instead of press. This would give you an opportunity to vary all punch strength--and other attributes--based on the charge time. That preserves some of strategic aspects in the game by adding a chicken element when you see an opening. There's risk in each punch--holding for strength encourages more pacing and patience. This is NOT a new concept--and old SNES game called Weaponlord has some combos that worked that way. I thought it to be ahead of its time.
Suggestion Option B: Consider not having one punch button and let the way you lean determine the left or right punch. This would probably have to work in conjunction with Option A... The punch happens on RELEASE. For example:
--the jab:
a. before and/or while leaning to one side PRESS AND RELEASE the punch button (or hold for a SHORT time)
--the hook:
a. before and/or while leaning to one side PRESS AND HOLD the punch button
b. after a SHORT-to-MEDIUM time lean to the opposite side and RELEASE the punch button at the same time
--the haymaker (same as it is now):
a. before and/or while leaning to one side PRESS AND HOLD the punch button
b. after a LONG time lean to the opposite side and RELEASE the punch button at the same time
You'll need to set min/max values for the jab (short), hook (medium), and haymaker (long) punches for sure.
BUG:
- There's some bug that I can't consistently repeat that cause a double jab from only one trigger press. I find that it happens more when I'm walking and punching--especially to the side and behind the dummy.
- I didn't see the health and stamina bars.
i havn't played yet but as you probably expected there are alot of bugs and other problems to fix in the game also alot of thing still needed to be added maybe a solo offline aspect
Well, duh! What did you think? That a demo is the final game and that the DEMOS don't have bugs?! Of course not dumbass!
thanks for being so contructive
Thanks for the useless sarcasm >:( I appreciate it
thanks for replying again babe
and a 2 player