Love the cutscene direction, sound design, polished feel of everything.
This is a real solid piece of work.
goldenbeard
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Hahah yeah hope he doesn't take it the wrong way, but overall for a two week jam, first time making a Super Pucnhout clone, very first time ever working with animation keyframe-based logic and not using colliders or trigger areas (I come from unity in the past), I think I'm really happy with the result after 12ish days or so
In fact there's not a single collider or collision detection of any kind in the whole game, everything is based on AnimationController and State machines
Okay I'm gonna try this, I wonder if theres an additional few frames because of the Scale.X inverting when you hit him with a right punch (so i didnt have to set up a separate animation for his hit anim), because he also swaps back when transitioning back to idle anim.
I'm gonna try that out., Other than that there's functionally no difference between left and right punches 😆
Thanks a lot!
That strategy is interesting, I wonder if you've found a nearly frame perfect rhythm to get a hit in in between state transitions 🤔 After a few landed hits in a few the last fighter actually goes into a very temporary input reading state so switching high/low punches should matter for the next couple seconds until it wears off (blocks dont contribute to this)
There are also a few frames at the end of the last fighters double power punch where you can get a hit in and soemtimes up to 4 hits because it shouldn't count toward that 3-hit -> read input to block special pattern, but you have to dodge it early enough to get back and land one.
That's a very nice expert time by the way, I've got 14 and 12 seconds once each and other thant hat its always 1-3 seconds left, so I was quite happy with the expert feel at least for the last fight.
Thanks for playing!
Thanks a lot! Anything story related or details like the mirrors were all up to my team member (he's definitely in here silently
Yeah Joel and Bald Joel have similar but slightly different patterns but I dont think Bald Joel defense aggresively enough. Regular Joel is quite basic and has that time where he blocks 100% of body shots to set up the scripted finish. Regular Joel should try to do his shine attack twice but the first one may not trigger if you damage him too fast. And by that point,a s you said you can jsut eat the pucnhes while blidned and then finish hima fter you recover.
The last fighter is the one I felt needed to be really tight especially for expert mode. My best time is 14 seconds left on the clock and I was realllllly lucky with the state changes his fight handler happened to pick. Before that it was 12 seconds and then a bunch where i scraped by with 1 or 3 seconds left.
Thanks for playing!
The thought crossed my mind, as well as adding planet orbit around the star, but to account for those in the already spaghetti-like code for enemy pathfinding and behaviour was too much without designing for it from the start haha
In a future game maybe, I wanted to move on toward other projects for now though!
Great idea! This was a really cool spin on the breakout formula.
Some small feedback, it would be nice if the menu could be controlled by both WASD & Arrow keys like in game can be controlled, or allow the use of the mouse but I know that requires extra logic. Whereas you can set both W & Up arrow to a custom defined "up" input action and use that set action in both the menu and the game if you wanted to.
Also something strange to mention, my media controls on my keyboard also triggered the "rotate_left" action, very curious. Both volume up and volume down do this, may be something interesting to keep in mind.
Also, do you think it might be better to limit the rotation speed? I can hold down a direction and rotate ant a speed so fast it looks like a strobe light effect and the paddle_ring appears to be rotating in the opposite direction much like a car's tire on a highway lol
But very good game and a great idea!
Great! I love Peglin so this was easy to get into, I haven't made it too far yet but it's really fun.
I think a speed setting would be a good addition, I usually play Peglin on 3x because the default ball feels too slow for me to be honest
I also think the game should be paused when the hints are open but that's not a major problem, you aren't able to aim before your first shot (which happens when clicking close for the hints in my case)
Great work!
















