Fantastic work with this one! First of all I just have to say I love the humour and writing in this one, it had me giggling all the time. I love how the game looks as well, I didn't expect the pixel art combined wih the 3D but it works for me in this. I also wasn't expecting the kind of 3D "roaming" sections either but it was a nice surprise.
I got the hang of things with the sensei but was definitely not ready for the signifcant jump in difficulty when I went onto the skeleton. But it felt good figuring out the most effective block/dodge combinations to beat them back. I still need to practice though as I haven't gotten far yet due to it still being kind of tricky. So really my only recommendation with this is for the difficulty to ease you in a little bit more at first (although the challenge is still a major part of the fun too so as always its a delicate balance).
I think that there is something beyond the gamejam here. I hope you get time to keep working on this one because I do think it would make a great full project. It really is so nicely polished already. Great work once again!
Thank you very much! I am indeed still working on this, there's a lot of potential here but also I think a lot to refine. I've mentioned this in other comments, but you're absolutely right about the difficulty--the jump is real and also a little bit sudden. I'd like there to be a little bit more of a way to ease in players, as well as an avenue for them to change the difficulty if they'd like.
Please look forward to this being expanded later in the year, I'm polishing up the gamejam build actually right this very moment and would very much like to turn this into something bigger. And depending on how people receive the post-gamejam build, there might be more in line for Onigawara.
Always impressed by the variety of entries, did not expect to see a take on Punch-Out. I didn’t get very far, the fights felt stretched out a bit long and I’m not great at the quick reaction stuff, but it plays very well. Very satisfying sound effects too.
Thank you for playing! Yeah, at the moment there's only one speed to play at and the game expects you to just naturally adhere to that speed. I'd like to include more options down the line to accommodate people. Hopefully the next builds are more comfortable for you!
ok, this is REALLY good - not just the gameplay (which is great), i really dig the aesthetics and the whole worldbuilding aspect of this. though the game doesn't shy away from kicking my ass - i managed to just about get through the first spirit and the lantern (esp once i figured out his timings - he's much better at telegraphing the wind-ups and thus much easier to parry than the spirit, imo) but the snake lady has thoroughly destroyed me and i will need some time to recover before trying to defeat her again
complexity is good in this particular case, btw, because it never feels unfair - the game gives you all the tools you need to beat it, and it's up to you and your timings to do it right. the only thing i could mildly criticise is the timings of the lantern's fire attacks - it felt juuuust a little bit arbitrary when the dodge worked and when it didn't. oooh, and i just remembered another thing - the "healing punch" attack's particles were sometimes blocking the view a bit, leading to me getting hit a few times
two more things i wasn't completely sure about (though it's 100% not the game's fault, i'm pretty sure the game was communicating this but i couldn't pick up on it): 1) i have the feeling that there's a certain perfect rythm to tapping the left/right slap buttons to maximise the rate of slapping per second but i could never quite catch it, 2) i also had a little trouble getting the timing right to parry "side" attacks. i thought at first that it depends on the side from which the attack comes (eg parry the attack from the left by a right-hand slap) but the lantern has proven me wrong. i guess my timings might have been flawed, i'll need to experiment a bit more
also, my brain would systematically make me dodge into the side attacks and not away from them :D i'm pretty sure it's the fault of me playing 100s of hours of Mount & Blade back in the day, where dodging into enemy attacks is generally preferable
but yeah, all in all great work - the atmosphere, the sound and music, the gameplay and the mechanics, the worldbuilding, the writing even, it's all top notch. would be cool to see this as a full-scale game
Thank you very much! I was extremely worried about the gameplay loop and how it would handle, since there's not really a lot of other games like this out there. But hearing people gush about it and its potential makes me excited and makes me want to expand on it further. I think it does have a lot of potential, and I want to grab that potential while I can.
This is really cool. Sprites look awesome and the look of the environment looks cool as well. The setup being a twist on punch out is cool as well and so are the fight mechanics. So far I've only fought the tutorial boss and the skeleton but I'm definitely going to be playing this more. The hits have good impact and the sound and music is awesome. Having a player be able to win by either pushing an opponent off the ring or completely finish their health is really cool. Sort of like a shared posture system so to speak. However, I felt that the skeleton's attacks needed a little more aniticipation. It would also make learning the timing for parries a little easier. Also not a fan of how her power meter increases whether she's doling out damage or receiving it. Kinda makes it a little too unbalanced since her super move more or less one shots you.. Still though, really great game.
I'm very glad the core system works nicely. I'm very fond of Punch Out and other old arena brawlers, and I was trying to capture that feel nicely for a new generation. Even if it's flawed, I'm glad it's got potential.
Thinking about it a little bit I think you're right. A player shouldn't be given a disadvantage for landing successful hits onto the enemy. I'll make it so that the enemy only gets special if they block the attack or if they hit you, rather than getting hit. Fighting them well should put you in less danger, not more! For the next iteration I'll try to give a rework to several of the animations, add some more frames and refine things to look a little more dramatic so that there's a more clear indicator.
Thank you for your criticism! I'll be using it to make this better!
Unique take on the fps! I like the arena style combat, visual aesthetic, deep options menu, and sound design. I wasn't able to beat the first character as it was too difficult for me, bur I greatly appreciated your characters, dialogue, and world you built. Thanks for this!
Yeah, difficulty was one of the biggest things I was worried about. I wasn't able to implement difficulty settings and refine things, and I'll be focusing extremely hard on that in the next iterations.
An interesting concept for a first-person game. You don't see many first-person brawler type games. I think with your tutorial, you need to actually tell people what the controls are. Like, if you can block, I have no idea how to do that from the tut alone. Also, doesn't seem like when you are in the arena you can actually move about -- felt very restrictive. The main issue I have with the game, is that I'm not a young person. Having to use the mouse to attack with, with both mouse buttons, is actually not a pleasant experience. Maybe if I were 10 years younger, I wouldn't mind so much. Honestly, I have no suggestion how that could be improved, other than maybe having movement control attack type that is triggered by holding down a mouse button. Like hold LMB and then moving left is a right-had attack, moving right is a left-hand attack, moving forward is a push. You could then do something similar with RMB but with blocking certain attacks. That's assuming moving forward and away from the enemy is all automatic. Anway, interesting first-person brawler concept.
I think you're right on the nose with the mouse-tapping--I've always been a bit of a tap-lover, given growing up on fighting games, but I think you shouldn't need to be a fan of a genre of games to get the most out of an unrelated genre. I've already got a couple things in mind for what to do with the rehaul of the combat system, but I think I'm going to make the slapping an automatic system, with an extra bonus for those who're able to input in time. That way it's streamlined for the majority of folks, but high level pr0s can get an extra benefit out of it.
Comments
Fantastic work with this one! First of all I just have to say I love the humour and writing in this one, it had me giggling all the time. I love how the game looks as well, I didn't expect the pixel art combined wih the 3D but it works for me in this. I also wasn't expecting the kind of 3D "roaming" sections either but it was a nice surprise.
I got the hang of things with the sensei but was definitely not ready for the signifcant jump in difficulty when I went onto the skeleton. But it felt good figuring out the most effective block/dodge combinations to beat them back. I still need to practice though as I haven't gotten far yet due to it still being kind of tricky. So really my only recommendation with this is for the difficulty to ease you in a little bit more at first (although the challenge is still a major part of the fun too so as always its a delicate balance).
I think that there is something beyond the gamejam here. I hope you get time to keep working on this one because I do think it would make a great full project. It really is so nicely polished already. Great work once again!
Thank you very much! I am indeed still working on this, there's a lot of potential here but also I think a lot to refine.
I've mentioned this in other comments, but you're absolutely right about the difficulty--the jump is real and also a little bit sudden. I'd like there to be a little bit more of a way to ease in players, as well as an avenue for them to change the difficulty if they'd like.
Please look forward to this being expanded later in the year, I'm polishing up the gamejam build actually right this very moment and would very much like to turn this into something bigger. And depending on how people receive the post-gamejam build, there might be more in line for Onigawara.
Always impressed by the variety of entries, did not expect to see a take on Punch-Out. I didn’t get very far, the fights felt stretched out a bit long and I’m not great at the quick reaction stuff, but it plays very well. Very satisfying sound effects too.
Thank you for playing! Yeah, at the moment there's only one speed to play at and the game expects you to just naturally adhere to that speed. I'd like to include more options down the line to accommodate people. Hopefully the next builds are more comfortable for you!
ok, this is REALLY good - not just the gameplay (which is great), i really dig the aesthetics and the whole worldbuilding aspect of this. though the game doesn't shy away from kicking my ass - i managed to just about get through the first spirit and the lantern (esp once i figured out his timings - he's much better at telegraphing the wind-ups and thus much easier to parry than the spirit, imo) but the snake lady has thoroughly destroyed me and i will need some time to recover before trying to defeat her again
complexity is good in this particular case, btw, because it never feels unfair - the game gives you all the tools you need to beat it, and it's up to you and your timings to do it right. the only thing i could mildly criticise is the timings of the lantern's fire attacks - it felt juuuust a little bit arbitrary when the dodge worked and when it didn't. oooh, and i just remembered another thing - the "healing punch" attack's particles were sometimes blocking the view a bit, leading to me getting hit a few times
two more things i wasn't completely sure about (though it's 100% not the game's fault, i'm pretty sure the game was communicating this but i couldn't pick up on it): 1) i have the feeling that there's a certain perfect rythm to tapping the left/right slap buttons to maximise the rate of slapping per second but i could never quite catch it, 2) i also had a little trouble getting the timing right to parry "side" attacks. i thought at first that it depends on the side from which the attack comes (eg parry the attack from the left by a right-hand slap) but the lantern has proven me wrong. i guess my timings might have been flawed, i'll need to experiment a bit more
also, my brain would systematically make me dodge into the side attacks and not away from them :D i'm pretty sure it's the fault of me playing 100s of hours of Mount & Blade back in the day, where dodging into enemy attacks is generally preferable
but yeah, all in all great work - the atmosphere, the sound and music, the gameplay and the mechanics, the worldbuilding, the writing even, it's all top notch. would be cool to see this as a full-scale game
Thank you very much! I was extremely worried about the gameplay loop and how it would handle, since there's not really a lot of other games like this out there. But hearing people gush about it and its potential makes me excited and makes me want to expand on it further. I think it does have a lot of potential, and I want to grab that potential while I can.
This is really cool. Sprites look awesome and the look of the environment looks cool as well. The setup being a twist on punch out is cool as well and so are the fight mechanics. So far I've only fought the tutorial boss and the skeleton but I'm definitely going to be playing this more. The hits have good impact and the sound and music is awesome. Having a player be able to win by either pushing an opponent off the ring or completely finish their health is really cool. Sort of like a shared posture system so to speak. However, I felt that the skeleton's attacks needed a little more aniticipation. It would also make learning the timing for parries a little easier. Also not a fan of how her power meter increases whether she's doling out damage or receiving it. Kinda makes it a little too unbalanced since her super move more or less one shots you.. Still though, really great game.
I'm very glad the core system works nicely. I'm very fond of Punch Out and other old arena brawlers, and I was trying to capture that feel nicely for a new generation. Even if it's flawed, I'm glad it's got potential.
Thinking about it a little bit I think you're right. A player shouldn't be given a disadvantage for landing successful hits onto the enemy. I'll make it so that the enemy only gets special if they block the attack or if they hit you, rather than getting hit. Fighting them well should put you in less danger, not more!
For the next iteration I'll try to give a rework to several of the animations, add some more frames and refine things to look a little more dramatic so that there's a more clear indicator.
Thank you for your criticism! I'll be using it to make this better!
Unique take on the fps! I like the arena style combat, visual aesthetic, deep options menu, and sound design. I wasn't able to beat the first character as it was too difficult for me, bur I greatly appreciated your characters, dialogue, and world you built. Thanks for this!
Yeah, difficulty was one of the biggest things I was worried about. I wasn't able to implement difficulty settings and refine things, and I'll be focusing extremely hard on that in the next iterations.
Thank you for playing!
An interesting concept for a first-person game. You don't see many first-person brawler type games. I think with your tutorial, you need to actually tell people what the controls are. Like, if you can block, I have no idea how to do that from the tut alone. Also, doesn't seem like when you are in the arena you can actually move about -- felt very restrictive. The main issue I have with the game, is that I'm not a young person. Having to use the mouse to attack with, with both mouse buttons, is actually not a pleasant experience. Maybe if I were 10 years younger, I wouldn't mind so much. Honestly, I have no suggestion how that could be improved, other than maybe having movement control attack type that is triggered by holding down a mouse button. Like hold LMB and then moving left is a right-had attack, moving right is a left-hand attack, moving forward is a push. You could then do something similar with RMB but with blocking certain attacks. That's assuming moving forward and away from the enemy is all automatic. Anway, interesting first-person brawler concept.
Thank you very much for the honest criticism!
I think you're right on the nose with the mouse-tapping--I've always been a bit of a tap-lover, given growing up on fighting games, but I think you shouldn't need to be a fan of a genre of games to get the most out of an unrelated genre. I've already got a couple things in mind for what to do with the rehaul of the combat system, but I think I'm going to make the slapping an automatic system, with an extra bonus for those who're able to input in time. That way it's streamlined for the majority of folks, but high level pr0s can get an extra benefit out of it.