Hey guys! Super Punchy Face is a brawler inspired by kung-fu movies.
I've been working on this prototype in my spare time for almost a year now. There's still a lot I want to add, but I feel the combat is in a pretty good place right now.
Here's a video of the game in action on 5/30/15:
Download it from my itch.io page:
drewdunaj.itch.io/spfGOALS
- Destroy all enemies
- Find and open the chest -- it's a little black box, open it with any attack
- Red bar on the left is your Health -- Don't die!
- Red bar next to that is your Stamina -- you can only dodge when it turns white
CONTROLS & INTERACTIONS
- WASD keys move you
- Mouse cursor aims
- Tap the left-mouse button (LMB) to jab
- Hold LMB to charge a Super Punch -- does more damage the longer it's held for
- Right-mouse button blocks -- first couple frames of the block will parry enemies when they attack it
- Tap spacebar to dodge -- you can dodge-roll if you tap it while holding a movement key
- Hold spacebar to sprint -- move faster, body check enemies if you're moving fast enough
- When you dodge an attack, you'll hear a ping that lets you know you've successfully dodged the attack, press LMB at this time and you'll hurl your attacker towards the cursor
- Press LMB and RMB at the same time to kick, sending enemies flying -- overpowered, needs balancing
- Press E or middle-mouse button to pickup and drop weapons
- With a weapon, hold down LMB to prepare a throw, release to throw the weapon
- Press E or MMB when on top of a stunned or knocked down enemy to execute them
- Attack crates/tables/chairs to send them flying, preferably into enemies
- Enemies take damage depending on how hard they hit a wall
- Press R to restart the level
- Press the escape key to exit to the main menu
You can also use a gamepad. You can control the game like a twin stick shooter and use the shoulder buttons for all your actions, or just use the left stick and face buttons like a more traditional beat-em-up.
GANEPAD SUPPORT
- Left stick moves and aims where you're moving
- Right stick aims, overrides left stick's aiming
- A button or left trigger Blocks
- B or left bumper for Dodge/Sprint
- Y or right bumper for Pickup/Execution
- X or right trigger for Attacks
FROM THE MAIN MENU
- Tutorial -- actually just a test chamber, no real tutorial yet
- Level -- one hand made level that's always the same (attack white blocks to destroy them)
- Random -- randomly generate a new level
There's a lot of interactions that don't have proper animations or feedback yet which is why I made that list. I want the combat to feel fluid, and encourage players to improvise during encounters. I'm sure there's plenty that still needs balancing.
What I'm really looking for is advice on where to take the aesthetic. I'm having trouble settling on a the right setting and general fantasy. Right now, it's kind of a mix of cryptic messages and stupid jokes. Also, thoughts on what the goal of the game should be, if killing all enemies isn't enough. I'm thinking of maybe doing Rogue style, find the mcguffin at the end of this series of levels, with a the temptation of useful pickups to distract you from the critical path, though maybe leading to your untimely demise.
GRAND PLANS
- Metroidvania style explorable maps
- Make enemies smarter and give them all the same capabilities you have so they are more interesting to fight
- Tons more weapons/interactables
- More enemy types
- More combat options, like a drop-kick attack out of sprinting
- Hidden alternate move sets that you can swap with the default ones to make your own 'load-outs' for lack of a better term
- Light character progression and permadeath