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the_internauts

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A member registered Mar 04, 2018

Recent community posts

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.

There's also the The Hand of Fate series.

So this game is on the way that in the same vain: https://store.steampowered.com/app/1265820/Fights_in_Tight_Spaces/

(1 edit)

Excellent work.  Very thoughful.  I've never liked visual novels much; but you've got me thinking that I should give them a little more attention. Maybe I'll try making one... 

I'm curious as to how long ago you started this project?

it's a lot of fun!  Challenging, too.