Posted September 18, 2025 by Coreilly
hey gang i'm back after a break, no the game isn't dead in the water.
this update brings a new mechanic to the game which i will call the charged super soul punch (cssp). sorry for the poor naming conventions i forgot that if i called the weaker version the super soul punch when i made the stronger version i'd have to give it a stupid name to make it sound stronger than super. anyway how this mechanic works is that under the same conditions as the super soul punch if you charge your punch for 3 seconds you get a big strong exploding punch that kills enemies in a wider area. i'm pretty happy with the visuals for this punch not on a fidelity level but just that it sells the strength of the punch well enough.
won't make excuses the reason the game's been stagnant is i was kinda floundering around for the summer playing monster hunter wilds and deadlock although i did participate in the gmtk gamejam. i just started uni so i'm back into productive mode, i'll be improving my skills and participating in jams whilst also trying to update soulpunch. my priorities for the game have shifted though, my immediate goals are to add configurable controls and improve the onboarding experience. the tutorial doesn't really teach you the game well, just the buttons you need to hit and the first level throws all the mechanics at you so there's no real teaching moment. i'll be rebuilding the levels and tutorial from the ground up to create a more diegetic method of teaching the player whilst also creating more fun levels. squashing the various bugs is also a priority but it is a much harder task then the prior listed things and will take a lot of work and i'll need to be stronger at c# and working in unity to iron them out so it will have to come at a later date.
i still believe in the game's concept and mechanics so i'll try my best to turn it into something that i would call (and hope you would call) a good game!