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Great game.  Duck feels useless, block is op, but I like the simplicity.  I think it can be solved by allowing to hold duck, and throw body punches while ducking.  Defeats standing block and makes ducking useful without adding any inputs, and makes AI less predictable.

If I add a body punch, that means I have to add a body block. When I started the game, I was actually thinking of having a high and low level, but went with a single level to make it simple.

But you raise a good point about the duck. How about I add a damage boost for a successful duck, say double for every successful evasion until hit or a punch is unleashed (let's say jab damage is 10, successful duck 1x = 20, duck 2x = 40, duck 3x = 80, etc), would that be enough incentive to use duck over block? It can change the momentum.

I too would like body punching as it would discourage a defensive playstyle while balancing where to aim for where an opponent's defense is strong or weak at. The damage buff for dodging would be cool too, but you'd probably have to balance that out too by limiting how many stacks of buff can be stored.

I agree. Body punch and block would be nice too. The game would still be fairly simple in design as it would be high/low weak punch, high/low strong punch, and high/low guard. It would really flesh out the game while remaining easy to pick up and play.

Thank you for the insights. Hmm...although my initial plan for the game was to have a high and low level, I think for now I would like to avoid going that direction if possible because not only will it be more complex, I'll have to make adjustments to the controls too (might need to add more buttons, and for those on mobile, this might be too tight especially for pvp).

For now I'll make some tests while I gather inputs from people. Maybe 2 levels can work, and I'll end up going to original direction. We'll see. I hope you stick around long enough as I try to improve the game!

The multiplier is a cool idea that maybe you could add, but might warrent explanation as it would have a huge impact on gameplay without being mechanically obvious.  I think that spoils the simplicity more than lows would.

But on that note, lows could actually be really simple as you don't actually need to add a low block at all.  Duck could double as a low block (as long as a low punch isn't being thrown by the blocker.)  The ducking sprite already appears to be blocking face and body, so no double inputs required there.  You could also make it so standing without using block will automatically elbow-block body shots, but that would be slightly less intuitive.  Players would have to think less about specifically blocking a punch, and more about changing stances depending on which zone offensive and defensive play is most needed.  Either case punishes block spammers and rewards the long ducking animation handsomely.

The problem then becomes "why stand at all?"  Simple answer there too, head takes more damage than body, maybe with a multiplier for dodging.  Maybe a hit forces them to stand.  Whatever feels balanced and intuitive/simple.

Thanks for the game and the reply!

Good point on the multiplier affecting simplicity. Reminded me that much as possible I'd like to keep things simple--like anyone even a grandma can play it, and everything can be picked up fairly quickly without needing much explanation. 

Regarding the auto-block, that could work in the way of simplicity as it might open up a button for level change, but it might promote turtling? Also, I don't know, I never got the hang of blocking without inputs, this was always my downfall with tekken. Never felt natural, maybe got used to SF.

A hit forcing the player to stand is an interesting concept. I'll see if I get anywhere with it. I'll continue to brainstorm and do some tests. Thank you so much for the feedback, these are very valuable to me.

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Maybe I was slightly misunderstood, but I very much DON'T want the block input removed.  My thought was that ducking is already an inherently defensive "move", so blocking while ducking would be redundant, but while standing it takes more effort.  This is how it is in real boxing too, if you're standing upright, you must choose between defending your head or your midsection on the fly, but not while ducking and weaving since your center of gravity is low, and body is curled up and easily defensible, so long as you don't go on the offensive.  Turtling isn't a problem as long as there's a way to defeat it.

Part of why I love this game so much is because even in its simplicity it feels more real than many high budget boxing games.  There's no jank, no flashy fantasy effects, no tacky game mechanics, just a visceral and realistic 2D boxing match with a boxer that looks and moves like a boxer.

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Ah yes, I re-read your comment and I realize I misunderstood. You meant auto parry body shots, I mistakenly thought for all. I will do some tests, try out your suggestions and also those by others, see what works well. Thank you for the feedback.

Also, thank you for the praise, I'm not sure I deserve it, but I am glad you loved my game so I'll take that win.