Game is very fun! I liked the LORE behind it haha. The presentation is very nice and polished. The only thing that I personally don't like that much, is that the character movement is quite slippery, like ice skating, but that is my personal preference.
Very solid NES-like. Punching hitbox is surprisingly generous, but it took me too long to find out about the up-punch. Managed to reach wave10 without using the block.
Jumping through the platforms is a really nice addition. Love the progression with more crabs and more species of crabs, though drill crabs happen too soon imo.
I find it amusing that someone made an aggy daggy meme into an arcade game. Especially one THIS good.
This game is like if you crossed the Mario Bros arcade game with a beat 'em up. In the best way possible. There's a good amount of strategy here. The player must decide if they want to try to flip enemies over to use as projectiles or punch them. You have to decide whether you want to use the screen wrap and what order to take enemies out in. And the player only has a split second to make these decisions. It's very frantic.
I liked the way moving the player felt. They have quite a bit of weight to them and I liked sliding around as I punched.
This game is addicting like any good arcade game should be. I played it for some hours longer than I planned to. I made it to wave 14.
The art, while simple, has a lot of charm. Seeing a crab with drill claws or a muscular crab brought a smile to my face. The graphics also do a good job at telegraphing what will happen next.
I have a couple small gripes with this game. First, is that you cannot do a charged punch unless you do a regular punch first. This is problematic because the regular punch wakes up the dazed enemies which ends up making charge punching dazed enemies an unviable strategy. Second, you cannot pick up dazed enemies when they are near enemies you can't pick up which is frustrating. Third, I wish it said what wave you made it to on the Game Over screen and saved what your furthest wave was.
An idea I think would make this game better is if when you threw the exploding crab it exploded when it hit the other crabs. I think that would be cool.
This game is awesome. Hats off to the developer! This game in uncrabable!
Well-made, just a really good and simple arcade game. Character controller seems really floaty. I think it's possible to get very used to it, but the speed feels like it suddenly ramps up from nearly zero to flying over a very awkward transition period. It's a decent fit for this kind of game, since it adds to the skill level of the game, so I'm not really against it. You could even lean into this as a mechanic for increasing punch damage based on speed to punch the crabs even harder.
I didn't read the part about picking up stunned crabs at first, but it was fun enough with just punching. Definitely adds a lot more options and challenge with the throwing mechanic once I tried it. I would like it if you could also stun crabs by up-punching them as they're falling in the air, though.
Game could also use a countdown to the next wave, since nothing else is shown on screen while waiting for the next wave to start. Just feels like an awkward moment where nothing seems to be happening.
Didn't read anything before playing at all. Right as I started getting bored I thought "I wish I could charge up the attack or something", tried holding the button and was extremely pleased.
Very fun arcade game with a cute art-style. At first I thought the movement was a bit slippery, but, since it's my first time playing, I quickly got used to it. I noticed while I was playing that you apparently can't pick up a crab if it's standing right next to another stunned crab (or maybe just another crab in general. I tested it for a bit but I couldn't tell). I also don't like that you can't reset a crab's stun by punching the block it's lying on again (especially in the case of the big crabs, since you can't pick them up), but that's more of a question of game design.
The whole not being able to pick up a stunned crab thing seems to be some sort of collision detection bug. I thought I noticed it while play testing but I wasn't too sure so thanks for pointing it out. Extending the stun of an already knocked down crab sounds like a good idea. I'll add it to the todolist.
starts at around the 30min mark, the game is CUTE. felt like my character was sliding a bit too much, though. the animations were unexpectedly good. nice work.
am i misremembering, or did you give the movement more inertia, and made the combat slower? because i honestly did not enjoy it as much as last time. like it doesn't feel i'm in control of where i'm moving, even if i stop and change direction i keep sliding in the wrong direction for quite a while, and there's a noticeable delay between pressing the button and the attack animation playing out.
It's possible things got slower. I did a massive player controller refactor since the last demo so the physics aren't 1:1 as before. I also updated the punch animations so the delay might be from the extra frames I drew. I'll be sure to make combat snappier in the next update.
Cute little game! Good job on correctly localising X/Z controls.
Personal opinion on character feeling: It’s quite floatly, which means that it takes some skill/anticipation to ideally move the character. Over-eager button mashing easily locks you into a punch animation hitting nothing. Fundamentally it’s probably good that movement is not too easy/crisp, as otherwise there would be nothing much to master in the game. But I feel that, going down that route, maybe the movement and punching should be even more trick-based. Currently it’s in a middle ground, for me, where it half feels intentional, half just badly programmed. But this is an extremely subjective field, so please don’t make too much of my opinion here.
Graphics are well done. The loss condition could be a bit more exciting than crabs hitting their pincers against the floor.
Hey, thanks so much for the feedback! The video footage is especially helpful.
I'll be sure to keep making tweaks to the physics. Player floatiness has been an issue since the first build it seems.
One thing I've noticed is that some players seem to not figure out that they can pick up and throw enemies after knocking them over. So they end up playing the game only by punching enemies which is a far less fun experience imo. That's on me though, I'll need to make that mechanic more clear by the next demo, probably with a short tutorial. I will also try to make punching more responsive so if players don't use the throwing mechanic they can still have fun.
- Tweaked the physics, the player controller should feel a little more responsive.
- Reworked the enemy spawning system. Enemies now appear in waves with improved progression.
- I normalized the audio so it shouldn't destroy your ears this time. Sound effects don't layer as much so you don't have to worry about the game being super loud when there's a lot of enemies on screen.
I didn't get nearly as much as I wanted to get done in time for DD60 but the core gameloop should be mostly playable. Some new content like an intro cutscene and an "arcade mode" had to be cut :(
There's no in-game tutorial so please be sure to give the game page a quick read before playing so you can see the controls. Let me know if you encounter any bugs.
Comments
Game is very fun! I liked the LORE behind it haha. The presentation is very nice and polished. The only thing that I personally don't like that much, is that the character movement is quite slippery, like ice skating, but that is my personal preference.
Overall, great arcade fun!
Very solid NES-like. Punching hitbox is surprisingly generous, but it took me too long to find out about the up-punch. Managed to reach wave10 without using the block.
Jumping through the platforms is a really nice addition. Love the progression with more crabs and more species of crabs, though drill crabs happen too soon imo.
A very nice arcade game, loved it!
I find it amusing that someone made an aggy daggy meme into an arcade game. Especially one THIS good.
This game is like if you crossed the Mario Bros arcade game with a beat 'em up. In the best way possible. There's a good amount of strategy here. The player must decide if they want to try to flip enemies over to use as projectiles or punch them. You have to decide whether you want to use the screen wrap and what order to take enemies out in. And the player only has a split second to make these decisions. It's very frantic.
I liked the way moving the player felt. They have quite a bit of weight to them and I liked sliding around as I punched.
This game is addicting like any good arcade game should be. I played it for some hours longer than I planned to. I made it to wave 14.
The art, while simple, has a lot of charm. Seeing a crab with drill claws or a muscular crab brought a smile to my face. The graphics also do a good job at telegraphing what will happen next.
I have a couple small gripes with this game. First, is that you cannot do a charged punch unless you do a regular punch first. This is problematic because the regular punch wakes up the dazed enemies which ends up making charge punching dazed enemies an unviable strategy. Second, you cannot pick up dazed enemies when they are near enemies you can't pick up which is frustrating. Third, I wish it said what wave you made it to on the Game Over screen and saved what your furthest wave was.
An idea I think would make this game better is if when you threw the exploding crab it exploded when it hit the other crabs. I think that would be cool.
This game is awesome. Hats off to the developer! This game in uncrabable!
Well-made, just a really good and simple arcade game.
Character controller seems really floaty. I think it's possible to get very used to it, but the speed feels like it suddenly ramps up from nearly zero to flying over a very awkward transition period. It's a decent fit for this kind of game, since it adds to the skill level of the game, so I'm not really against it. You could even lean into this as a mechanic for increasing punch damage based on speed to punch the crabs even harder.
I didn't read the part about picking up stunned crabs at first, but it was fun enough with just punching. Definitely adds a lot more options and challenge with the throwing mechanic once I tried it. I would like it if you could also stun crabs by up-punching them as they're falling in the air, though.
Game could also use a countdown to the next wave, since nothing else is shown on screen while waiting for the next wave to start. Just feels like an awkward moment where nothing seems to be happening.
Didn't read anything before playing at all. Right as I started getting bored I thought "I wish I could charge up the attack or something", tried holding the button and was extremely pleased.
Very fun arcade game with a cute art-style. At first I thought the movement was a bit slippery, but, since it's my first time playing, I quickly got used to it. I noticed while I was playing that you apparently can't pick up a crab if it's standing right next to another stunned crab (or maybe just another crab in general. I tested it for a bit but I couldn't tell). I also don't like that you can't reset a crab's stun by punching the block it's lying on again (especially in the case of the big crabs, since you can't pick them up), but that's more of a question of game design.
Wow thanks so much for the footage.
The whole not being able to pick up a stunned crab thing seems to be some sort of collision detection bug. I thought I noticed it while play testing but I wasn't too sure so thanks for pointing it out. Extending the stun of an already knocked down crab sounds like a good idea. I'll add it to the todolist.
we played crab puncher on stream here: https://www.twitch.tv/videos/2346156621
starts at around the 30min mark, the game is CUTE. felt like my character was sliding a bit too much, though. the animations were unexpectedly good. nice work.
am i misremembering, or did you give the movement more inertia, and made the combat slower? because i honestly did not enjoy it as much as last time.
like it doesn't feel i'm in control of where i'm moving, even if i stop and change direction i keep sliding in the wrong direction for quite a while, and there's a noticeable delay between pressing the button and the attack animation playing out.
Thanks for trying out my game again.
It's possible things got slower. I did a massive player controller refactor since the last demo so the physics aren't 1:1 as before. I also updated the punch animations so the delay might be from the extra frames I drew. I'll be sure to make combat snappier in the next update.
https://www.twitch.tv/videos/2345758967
Cute little game! Good job on correctly localising X/Z controls.
Personal opinion on character feeling: It’s quite floatly, which means that it takes some skill/anticipation to ideally move the character. Over-eager button mashing easily locks you into a punch animation hitting nothing. Fundamentally it’s probably good that movement is not too easy/crisp, as otherwise there would be nothing much to master in the game. But I feel that, going down that route, maybe the movement and punching should be even more trick-based. Currently it’s in a middle ground, for me, where it half feels intentional, half just badly programmed. But this is an extremely subjective field, so please don’t make too much of my opinion here.
Graphics are well done. The loss condition could be a bit more exciting than crabs hitting their pincers against the floor.
Cheers!
Hey, thanks so much for the feedback! The video footage is especially helpful.
I'll be sure to keep making tweaks to the physics. Player floatiness has been an issue since the first build it seems.
One thing I've noticed is that some players seem to not figure out that they can pick up and throw enemies after knocking them over. So they end up playing the game only by punching enemies which is a far less fun experience imo. That's on me though, I'll need to make that mechanic more clear by the next demo, probably with a short tutorial. I will also try to make punching more responsive so if players don't use the throwing mechanic they can still have fun.
Notable changes since the last DD:
- Added 4 new enemy types.
- Tweaked the physics, the player controller should feel a little more responsive.
- Reworked the enemy spawning system. Enemies now appear in waves with improved progression.
- I normalized the audio so it shouldn't destroy your ears this time. Sound effects don't layer as much so you don't have to worry about the game being super loud when there's a lot of enemies on screen.
I didn't get nearly as much as I wanted to get done in time for DD60 but the core gameloop should be mostly playable. Some new content like an intro cutscene and an "arcade mode" had to be cut :(
There's no in-game tutorial so please be sure to give the game page a quick read before playing so you can see the controls. Let me know if you encounter any bugs.