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Fist Bump's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #264 | 3.938 | 3.938 |
Overall | #390 | 3.944 | 3.944 |
Creativity | #495 | 4.000 | 4.000 |
Style | #953 | 3.896 | 3.896 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The primary game mechanic is scaling your character's fist to attack.
Development Time
96 hours
(Optional) Please credit all assets you've used
see description
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Comments
I can see what you were going for and it definitly works a mechanic but it fell a bit flat for me. I found it frustrating that I woud get a good swing going and then enlarge my fist only to lose all momentum. With how much the first slows and how short the enlarging lasts its as if you expected the first to always be still in one place when it was made bigger. That is defiitely not what felt intuitive, I want to get a good swing going and then inflate at the last moment to barrel into enemies in a glorious display of destruction.
I'm really glad you had sound sttiinngs, the in-game music was great but I found the menu music a bit repetetive. Your inclusion of a screen shake toggle was very cool accessibility although I kept my screnshake on.
I would also fix your game dimensions in your page. At the moment the game size you have set is wide and short which makes the game very small on the screen where fullscreen is basically mandetory. If you've built your game for 1920x1080 then I would rcommend setting the screen size on itch to 1280x720. That will give you the right aspect ratio and fit nicely on the screen without being so small.
All in all this is a well made game with some great thought put into options and polish, but wasn't fully to my taste. Well done.
(edit: spelling)
Thanks for playing our game and leaving a thoughtful comment!
About the resolution; it actually was set to 1280x720 on itch initially. I assumed it was squished due to the GMTK banner being added after submission. But i just checked again, and you're right, it was set 1280x360 for some reason. Fixed that lol
Wow, it's perfect! Such a fun mechanic :D
Thank you! :)
I really like how you have to use the fist to fight the enemies which adds a lot of challenges and fun to the gameplay. The game felt polished and really good for a game jam. I wonder how you guys were so quick with it! The art was also cute and nicely done!
Thanks for playing our game :)
To answer how we were so quick with this, i'd say it's mostly due to the small scope of the game. Everything we had to do was pretty straight forward and nothing we hadn't done before. I was just adding one thing after the other and crossing it off the list without any problems. Much different to last year's jam where i was trying something i hadn't done and was stuck on a single thing for hours.
It also helps to know when and how to use certain plugins to save time.
We're definitely planning to do that next year! We had a bit too much ambition this time, which led to a lot of bugs...
Getting used to the fist was a bit tricky for me, but it's also so satisfying when you master it and land big hits around. Well made and polished game!
Thank you :)
This game is very well done for the time, the online scoreboard, the art, anything just felt very well done. At first it felt like an ice level, which at times was frustrating, Thou the combos more then made up for it.
Yeah, I can see how the fist pushing you around feels similiar to ice levels. Thank you for playing and giving you feedback! :)
Oh you sly dog, you, adding a scoreboard. You got me monologuing! And by monologuing I mean playing for like half an hour. I love this!
Thank you so much, i'm happy you enjoyed it :)
Great concept and idea! Really original and fits well with the jam theme.
Well done!
Thanks for taking the time to play our game :)
Wow, I sucked really hard at first, but with a little bit of time I get used to the controls and it became really fun and addictive. Well done! :)
We're glad you enjoyed our game. Thank you for playing and leaving a comment :)
Really cool and unique gameplay, love the style as well!
Thank you :)
this is quite the juicy game, I must say. VERY satisfying!!
Thanks for leaving a comment! :)
I've played another game that does the same thing, and i have to say this game does it much better, besides the physics that work better here the addition of the fist size increase really makes this work
you can almost string together attacks using the return velocity of the fist growth
i don't really like that the game is timed, it can add some unneeded stress, although it was well implemented so it didn't bother me
my main issue is kind of the same as the other game that did this, the fist mechanic is just a bit awkward and can make for frustrating moments, here specifically enemies can get trapped between you and the fist and sometimes miss enemies entirely
Thanks for taking the time to play and leaving a thoughful comment. Will definitely put that on the list of things to improve, in case we continue to work on this. :)
Nice simple game, my only complaint is that the fist feels too random, so it's hard to use it properly, but I do like the feel when it does hit.
Thank you for playing and leaving a comment! :)
Really nice game, well done! It reminds me of Hammerfight. The how to play at the beginning is very handy and has a good lay-out that doesn't feel like a wall of text. Getting the fist to hit just right and get two enemies in one feels very satisfying.
And I agree with Mrjackphil, thank you for listing your used plugins, very helpful. :D
Wow i'd never seen that game, that is spot on haha. Thanks for playing :)
I do not have complaints, just that i suck at the game, but well great game!
Thanks for taking the time to play our game :)
Really like this one, will play again!
Thank youu :)
This is a very fun and addictive game! The visuals and sound effects are great and really sell the impact of hitting an enemy.
I think it’s a little too hard to control. The main issue being it’s hard to aim the fist at enemies since when enlarged it changes it’s angular speed. And the fact that when enlarged it drags the player behind it, which means you bump into an enemy you’ve just hit if you are not careful.
I think with how punished you are for getting hit it’s important to keep movement controls as precise as possible. Or alternatively you could make getting hit a little more tolerable by spawning heals from enemies from time to time.
Overall, it’s an impressive entry!
Thank you for your feedback :)
Health pick-ups are implemented though! Even some time bonus can be dropped by enemies. The shielded enemies even have a 100% chance to drop either a health or time for you. Maybe you were just unlucky
Hm… I played quite a bit, and only ever saw two drops which were from knights and which were time extensions.
That appears to be bad luck then, since there is only a 10% chance for the time drops to appear and 90% health.
Bro! Very fun and juicy game! I really like the impact of the punch! Also, thanks for listing plugins in the description. I will take that in my future projects *yonk* 😅🤜🏼🤛🏼😉
Thanks for playing our game. :)
You neeeed to check out LimboAI if you're looking to implement AI in your game, it's so good. It really helped me understand how to use behaviour trees. And AsepriteWizard is in every project i make now, because it makes the work flow of putting animations from aseprite into your game so easy. Yoink away!
Aseprite Wizard is awesome! I've played with it with my first person with sprites RPG pet project but LimboAI looks like an upgrade I always wanted!
Don't be shy to check our submission, too!
Will check it out after work, later today :)
I like the concept the concept of this game and Im looking forward for the developers to get back to this after the jam. I can definitely see spending hours on this game on Steam. However the controls are confusing since the spin goes clockwise and then reverse, regardless hitting enemies especially multiple at once with a mix of that camera shake is definitely satisfying. It's the game feel beside the concept made this game appealing and fun to play
We figured the controls/fist physics behavior might need some time to get used to for some people more than others. We spend quite some time in the beginning to make it feel right, especially the big hits, so we're glad it's enjoyable to play! :)
We definitely think about elaborating the game and maybe release it in some form. Thank you for your feedback! :)
Very fun idea and hitting enemies felt super strong with good juice! Difficulty of hitting them also made it that much rewarding. Its funny how this seemed to be combination of many former GMTK jam themes, joined together and out of control in addition of this years theme. :D Great job!
Oh, you're right, our game would also fit in these other themes as well. Thank you for your feedback! :)
Such a cool idea! I liked using the fist to get out of danger by letting it drag me around a little. I could see the skill ceiling on this one being really high. Great work!
Yes, we are also curious what highscores people can get! :D
Thank you for your comment!