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Very cool game, with nice visuals, a catchy music and enjoyable punching action!

I played without a controller, and I have to say controls didn't feel very good on keyboard, especially since there was no way of switching to controlling your character with A and S, maybe jumping with W (or up arrow) and then using your right hand to execute actions, but I'm sure the game is meant to be experienced on a controller and thus feel much better without keyboard controls. Also, I don't know how much the "hold to charge" mechanic for the punch fits with the rate at which small enemies come to you (I feel like for lots of small enemies, what I'd want to do is spam my punch button to deliver multiple punches, while the "charging" mechanic would be more fitting with fewer and more resistant enemies, with more HP, but that might be just a matter of personal preferences).

Overall, the game was very cool, and I was impressed by the amount of content there is in the game (even with 4-6 people working on the game, there is a lot of content for a one week project). I think polishing the animations and effects for your player's actions (like making the jump and punch animations more "juicy") would lead to a very very cool arcade-like game given the fact that the rest of the game, like level design and enemies, already feels well polished, so very good job to the team!

(+1)

Thanks!!

Honestly I'm so used to playtestimg on keyboard that I didn't realize how weird they might be to some. And as for the charge punch, it was added in at the last second as per request of the project lead so the game was absolutely designed to be played by throwing punches out fast. More enemy types was in the talks and one was sprites, but there was no time to make it work

Honestly I'm surprised so much was able to be fit in considering I did all the assembly in engine so it was def a ton to do. Evidently worth it though even if it's a tad rough around the edges