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Linux version please

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Linux version?

Preferably for arch based systems

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Might run on wine, kinda worked for me on debian. Pretty much just a bronze rated app currently.

Will you please upload the demo version for 2 players! It would be f*king awesome!

Doesn't seem to work with an Xbox 360 Gamepad :/

Hi. Anyone knows how to use a Logitech Controller with the game?
I have to map the buttons and joystics to commands of the keryboard.

Even the movement with the joystick it's not recognized by the demo.

Thanks!

Nice cute character . Lack of body control. The character automatically kept on falling towards the side.

 

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Atmosphere - Sound Design:

  • needs crowd cheering and/or boxing gym background sounds
  • would be nice to hear coach yelling at you
  • would be nice to hear the crowd oh and ah when a big hit is landed (not every time; but under certain conditions that denote an epicly timed hit/counter hit) --- I can expand on this if you like. Feel free to ask me.
  • a starting and ending bell for rounds (even in the demo when the game loads and punching can begin)
  • consider background music (I'm not sure about this)


Controls:

As far as I can see there are 12 different punches: jab, hook, and haymaker(3) x head and body (2) x left and right hand (2).  It's hard to execute the haymaker on the body.  Also; it's hard to see the difference from a hook vs a haymaker because they both have the blurred speed effect.

  1. I propose either only having the blur on the haymaker punch OR adding a different effect for the haymaker punch to differentiate it more.
  2. The timing for the punching and leaning at the same time has to be VERY precise.  I'd like a larger window to execute the lean and the punch--maybe 100ms or less?  (I'm guessing that the number; but it would be nice to feel a little bit forgiving).
  3. A haymaker is executed using the following steps:
  • a. charge the punch
  • b. leaning to the same side as the changing hand
  • c. lean to the opposite side and RELEASE the button at the same time

    OR
  • a. charge the punch
  • b. lean forward and RELEASE the button at the same time
I find that to be easier than the normal hook:



a. leaning to one side
b. lean to the opposite side and PRESS the corresponding punch button at the same time
   The inconsistency is frustrating. This is especially challenging when trying to attack the body instead of the head.


Suggestion Option A:  Consider a control scheme where all punches are thrown on button RELEASE instead of press. This would give you an opportunity to vary all punch strength--and other attributes--based on the charge time.  That preserves some of strategic aspects in the game by adding a chicken element when you see an opening.  There's risk in each punch--holding for strength encourages more pacing and patience.  This is NOT a new concept--and old SNES game called Weaponlord has some combos that worked that way.  I thought it to be ahead of its time.


Suggestion Option B:  Consider not having one punch button and let the way you lean determine the left or right punch.  This would probably have to work in conjunction with Option A...  The punch happens on RELEASE. For example:
--the jab:
a. before and/or while leaning to one side PRESS AND RELEASE the punch button (or hold for a SHORT time)

--the hook:
a. before and/or while leaning to one side PRESS AND HOLD the punch button
b. after a SHORT-to-MEDIUM time lean to the opposite side and RELEASE the punch button at the same time

--the haymaker (same as it is now):
a. before and/or while leaning to one side PRESS AND HOLD the punch button
b. after a LONG time lean to the opposite side and RELEASE the punch button at the same time

You'll need to set min/max values for the jab (short), hook (medium), and haymaker (long) punches for sure.


BUG: 
- There's some bug that I can't consistently repeat that cause a double jab from only one trigger press.  I find that it happens more when I'm walking and punching--especially to the side and behind the dummy.
- I didn't see the health and stamina bars.

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i havn't played yet but as you probably expected there are alot of bugs and other problems to fix in the game also alot of thing still needed to be added maybe a solo offline aspect

Well, duh! What did you think? That a demo is the final game and that the DEMOS don't have bugs?! Of course not dumbass!

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thanks for being so contructive

Thanks for the useless sarcasm >:( I appreciate it

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thanks for replying again babe

and a 2 player

and is this game still made in unreal

this game is great but the how you look needs to change

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i like it but when i use it in whine (a program to run a .exe) on linux the lighting glitches out its still playeble but i would love to see a linux build

same thing on mine, wine 6.0.

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the controls are really good but the walking sound is annoying after a while and the camera is making me dizzy.

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After about 20/30 minutes of just messing around and figuring things out I'm actually really impressed by how fun it can feel but it isn't without flaws.

Two things quickly before my actual problem, when charging with the left arm the spikey line effect appears on the right arm not the left and when charging and then blocking the effects stay.

Okay so this could be because I'm using a PS3 controller and the sticks are perpendicular to each other unlike xbox ones but I don't really have anything to compare to so I'm not sure. So punching feels good when you stand still and I can hit with both arms without any issues, leaning feels good, distance requires some practice but that's a problem with me not the game, my issue comes with moving and attacking specifcally with the left arm I felt like I was supposed to lean with the left stick which just made me move in weird ways, I had no problem moving and attacking with the right arm as it just felt more natural (right bumper with right stick) so when I tried to attack with the left arm I had to keep reminding myself to still use the right stick and not just flail about which made it really hard to just fluidly attack and really get invested in fighting, I don't really know how this could be fixed but I thought you'd still like to know but anyway I still really enjoy the game so far and I can't wait to see what comes next.

Overall experience: EPIK/10

EPIK

Is it compulsory to have a controller or can I play the game with my keyboard.


And also I'm not able to open the game for some reason, it says something like cooked, uncooked and stuff

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BE a Linux supporter dude, and build this also for Linux,
cuz well, many users are now shifting from windows to Linux [ including me :) ]

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Not INCLUDING you, it's just you.

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nah

check this out :- https://www.zdnet.com/article/how-many-linux-users-are-there-anyway/

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Me, reading this from my debian installation: Yeah, of course.

Same lol

also me. switched like 3 days ago L

y are u switching to linux tho 

Windows issues, customisation, privacy, less viruses, better for me as a dev, runs most of my apps I use anyways. The final straw was having to reinstall windows do to my networking, firewall and av being disabled, other people's support messages were too basic to fix the huge issue (wifi button on taskbar was gone, wifi/network settings crashed the app, firewall would not turn on: no fix other than reinstalling). Also, I run servers so it just made sense. Would love to hear other peoples reasons as well. 

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What is involved in getting Unreal Engine to export a game file for MacOS?

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Upgrading to Windows...

He would need to have a Mac (or a VM), get the files on that system and build it there. The Mac dev ecosystem is really bad for people running windows and linux as you need to jump through stupid hoops for no real reason. Sadly apple restricts its users and developers alike :/. Its just a really big inconvenience to do, especially for people who don't know how to use VMs

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Great first demo... this is some good stuff.

In this comment, I'll leave out what a lot of others are saying about what should "be in the game" like online multiplayer,  tutorial, builds for other OSs, bots, etc because I know you've already been considering many of those things. Instead, I'll try to give some thoughts on what you can do to improve what you have here already, mainly the controls.

(Before I get into a ton of detail, it's worth noting that I'm definitely a mouse and keyboard guy, so those with more controller experience might not feel the way I did 100%)

I played for a bit of time, maybe 15 to 20 minutes. In that time I managed to get relatively comfortable with landing big punches on the dummy. Even after that time though, the rate at which I landed a hit felt inconsistent. I often wasn't able to determine what I did differently between a max-power hit and a scrape, or between a hook and an upper-cut.

Along those lines, it was a bit difficult to find the distance needed to land hits. I felt I was often either too far away or too close, and it was difficult to tell until I swung and missed. 

I also noticed that I naturally felt far more comfortable swinging punches with the right side rather than the left. This might be because I'm personally right-handed, but it might also be because the lean-stick is on the right. I might be an edge case here, and it might not even be an issue. 

I'm a tad concerned about how the mechanics of the game will translate to 1v1s, at least for new players. Like I said, in my first 20 minutes I barely managed to get used to punching a dummy, let alone balancing positioning, blocking, stamina, and punching in an actual match. Learning curves are acceptable and are welcome for many players, but many others might get frustrated if they are learning that balancing act in live games. I'd say that theoretically, the best way to address this would be to either simplify the mechanics or provide a way to practice them offline. Not just practice for punching, but for that balancing act the combat features.

The review sounds worrisome, but for real, it's a really good start. When you do land those hits it feels really good, and I could see a community building up around its combat mechanics. Overall, really great! Can't wait to play the next updates!

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As a personal preference, I feel like I would prefer, camera control on the right stick, obviously this presents some problems with the other controls, but my thoughts would be; 

Block - This only needs a single button, I don't see the need for both hands to block independently

Right and Left Bumper - with block being moved to a single button, can become the leaning from side to side

I also feel like there should be a right to left dodge/strafe that is faster than normal side to side movement

My thoughts might only be based on fighting a training dummy though, and maybe the current control set is feels better balance when fighting another player.

(1 edit)

I really loved that ! Your did a great job.EPIK!


Some advices:

-When you get behind of the dummy ,camera comes your back so slow maybe you can increase the speed of camera.

-You should add much more particles (or vibration ) to the Super Charge.

-When you touch to the left stick slowly (I mean really really slow) ,character starts to moving, maybe you can decrease the amount of starting sensitivity or whatever it is calling

its excellent!!!!!!!!!!!!! controls are great!!! everything deserves a learning curve after 30+ mins i'm moving like floyd lol

2 player mode plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz!!!!!!!!!!!!!!!!!!!

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So there is one problem but every thing else is great. The problem is, It is lacking in the feel of the game.

You could do is add some music because it just sounds empty when your playing.

 You could also add some cheering in the background too.

You could make different modes like 4 players and they have to be the last one standing or first to eliminate someone.

I would play this game with my family and I really love what your doing.

(I am trying to learn unreal engine.)

cheering sounds would be cool

Hey hey! I loved this demo! Here are some points of feedback;

  • The charge-up punch could do with a little more feedback, e.g. controller rumble that matches how charged up the punch is and a low sine wave hum for an audio indicator.
  • When charging up the punch, there should be a risk in doing so, e.g your movement could gradually be slowed the longer you have the punch charged, or after having the punch charged up without releasing for too long, it will automatically punch for you and then cause your stamina to completely deplete.
  • Going directly from a charged fist to a block should have a risk. It feels like in an actual game this could be a cheap way to bait the enemy, reducing the skill cap, but this depends if you want it to be like this. Personally, I would prefer to have it so going directly from a charged fist to block would drain your stamina so you cant immediately go back to punching. This would obviously slightly reduce the pace so it's up to you.
  • This one might be a bit far-fetched, but maybe there could somehow be a "Super Uppercut" that applies upwards momentum to the player, with a change of knocking them out of the ring? Just a fun thought I had.

A couple of bugs:

  • There are particles that play on only the right fist, not the left when fully charged.
  • Blocking does not cancel the particles after going directly from a right fist charge up to a block.

Anyways, keep up the great work! I'm loving the dev logs as I'm looking at possibly become an indie game dev once I graduate this year and it's super inspiring! Can't wait to buy the game when it's released :D

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Add PC controls please

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Here is my review guys! 

It's kind of unperformant on my pc. : (

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Oof, only controller support..

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I noticed how precise your distance from the dummy had to be to get a good hit, it felt a little bit hard to judge. The stamina also regained a little bit too fast. In a real match, I feel like you could just run away if you lose your stamina. Getting the timing correct with the hook is a little bit hard too, and its the attack that most people will try to use. 

Even in the full version, I feel like I'd get bored fast just doing 1 v 1 basic matches. Mini games, tournament brackets or online multiplayer would be cool (I know hard hard online multiplayer is to add to a game, I've tried)

More environments are needed, I'm picturing something like this for some reason (boxing ring from super smash bros)

  

I really like how satisfying it is to land a hard hit, and the visual style is cool too.

playing felt fun in general

Very fun to play. looking forward to playing against someone. couple of ideas I thought. i know the game isn't supposed to be 100% real life, this is just ideas

1.The quick straight jabs and crosses have less range than the power shots. 

Normal Life: power shot (hooks Uppercut) arms, are bent around 90degrees so around half the distance than a straight quick jab/cross 

2. The head is a little loose when going side to side.

Normal Life: slipping side to side the head stays pretty much still or boxers would end up dizzy

3, When stamina is low the punches stop but the noises keep going which I thought was confusing.

Maybe just needs an If Branch chucked in where the play punch sound bit is.

4.Uppercuts were a bit fiddly at first, unable to do a power uppercut to the face(Probably my controller fighting skills)

for me the uppercut i had to lean right then down to uppercut, don't know if this is intended

great game, great YouTube videos keep up the good work!!!

3 ideas

1.Backround Noise (like in a gym) 

2.commentator on power shot landed and knockouts, ref counting

3.mini  reaction/memory/puzzle games for training stats?

heavy bag press buttons at right time (strength)

speedbag (speed)

swinging tennis ball practise slipping side to side (ermm Defence/chin)

running/skipping ropes, rapid key bashing at the right times (stamina)

in game mini games would make nice YouTube videos, little side projects to try out new things.

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I love the look and style of the game. But, there are some things you should add. (Please upvote this comment so he sees this).

1. Add better looking UI for the health and stamina bar. They look a little sharp right now.

2. Add online matches so you can play with friends online as well as random people.

3. Add levels so that you can unlock things like special items like hats, gloves, and pants.

4. Idk other cool stuff.

Thanks for listening Ponty.

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i hope a linux build comes soon!

Same here, it looks like this on wine lol: 

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It’s so fun,

ADD ONLINE MULTIPLAYER

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Does ps5 controller work?

I mean i would think so because they are basically the same but ask Ponty.

if you mean the dualsense feedback no. It's currently unsupported. But that would be cool if will be released on PS5.

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Pretty good demo but one thing the block controls don't feel good. Instead of hold for each and for the blocking why not if you hold on one hand you block with the opposite hand as well but only for the block.

Thanks Pontypants Epik pegboard for you

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i really like how things move in this game, it looks so fluid, but the controls are a little too intense, you know? i think if the dodge and the leaning into the punch parts were easier to pull off, it would make the game feel better.

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Really EPIK

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It doesn't let me move with my ps4 controller :(

If you are on windows, you need to use ds4windows, you can plug in to the pc or use bluetooth (to connect you hold the PS button and the Share button) Hope this helps :D

i noticed that when you try and throw a charged attack if you let go on ps4 of the stick and youre to far away from the enemy it doesn't doe anything and does not allow fake puches by bucking up last minute it the hit boxes of th glove feel weird to me but idk why that my just be me but its asome so far and i loved it so far and everything that was in it was pretty much perfect

i love the game but some time the punches douse not count i think its because it dousnt now some times  if u leave the Triger  

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