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Alright, some notes:

First of al the game has a decent overall feel to it when in the middle of it. Its basic but has the feel of the physics of the punches mattering a bit.

That said, the tuning of the game is not ideal atm. I can spend *minutes* in a match just waiting to move to or from corners, waiting for my opponent to recover from their concussion, and in other little situational bleeds.

Additionally, I was able to beat up to hard difficulty with no real tactics or concern for what my opponent was doing, or what might be effective -I simply just wailed on them with hooks until they went down, pacing them out at the rate of my stamina consumption (once I realized low meant slower regen as well). I did not block, I didnt even hold the controler so I might be able to.

Your hardest AI has obviously got to be better than this, and I understand AI can be difficult, but if this means you have to make it cheat *a little*, its probably worth it. Part of the joy of this sort of game is the progression of skill, and not needing any is probably a bit too light 

Additionally, as the movement is flat - not having the ability to lunge or weave or mete it out with any obvious extremity,  the skill ceiling is naturally going to be a bit lower here. Its likely worth it to have your first movement in a direction be a bit faster and a bit more stamina consuming - to give the option of repeated tap movement for higher speed, and to allow a bit more varied skill expression.

Finally WRT staying down, its likely going to be worth it to make it harder based around the difference in your conditions. If I am above 90, and they are at 14 max head condition... maybe just stay down my guy. It will save me 30 seconds, and save the virtual opponent another needless concussion.

I do appreciate the work you are doing on this sort of thing, but I do think its going to take a bit more physical interaction and variation to really make it pop.

Thanks so much for taking the time not only to play the game but also to leave such a detailed comment — I really appreciate it. The project is still very much in a prototype stage and there’s a long road ahead. Some of the things you mentioned are already on my (never-ending) TODO list, while others are genuinely useful ideas for me to explore. A lot of this process is trial and error, trying to land on that balance where the gameplay feels challenging but still simple to pick up and fun to play.

Right now the AI (which has more “artificial” than “intelligence”) is extremely basic, and that’s one of the areas I want to dedicate real focus to. My goal is to create at least three distinct fighting styles, improve defense drastically (which is almost nonexistent at the moment), and give each match more tactical depth so that it’s not just about throwing punches but also about how and when you use them.

I’m also a bit (well, quite a bit) behind the timeline I had in mind — life expenses come first, and here in Argentina they keep going up — but feedback like yours is exactly what keeps me motivated to keep pushing forward and improving the game. Thanks again for helping me see where the rough edges are, and for reminding me why it’s worth putting in the work.

I do wish you luck in the road ahead.

I have noticed that there are 'flick right stick' controls which simply do not seem to work on my controller. It might be if I manage to fix that, that the possibilities increase a bit.