A downloadable game for Windows and Mac OS X

right click = big punch

left click = small punch (reflects bullets)

click while unleashing a big punch = thrown punch


punch shit blow it up kill em all

More information

Published332 days ago
StatusIn development
PlatformsWindows, Mac OS X
Rating
(1)
Authorff
GenreAction
Player countSingleplayer

Install instructions

right click = big punch

left click = small punch (reflects bullets)

click while unleashing a big punch = thrown punch

punch shit blow it up kill em all

Download

Download
Bangai Clone Win.zip (28 MB)
Download
Bangai Clone Mac.zip (29 MB)

Comments

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I love the idea behind this! I played a Bangai rom on my ds when I was younger.

Will exact absolute mouse position be important at some point? If not I'd go for relative to make turning faster and use a better visible static heading indicator.

Aiming while holding right click would be neat, maybe even with slightly slower turning.

And that throw punch input is quite unintuitive.

I really didn't even consider that, so I think I'll switch to something that has an arrow pointing out from the player to the direction they're punching.

Do you have a suggestion for how I could possibly improve thrown punches? I added them just minutes before uploading my demo and wasn't quite satisfied with how I implemented it, but I don't really know of a better way to do it.

I'm kind of considering holding the punch button for half a second to charge up and throw, but that could be even worse.

That powerful punch you can hold kind of feels like it should always require a short hold charge and the projectile doesn't look/feel as strong. So perhaps a tap (releasing before full charge for punch) could fire the projectile (essentially that kind of turns the punch into a powerful projectile you simply fly along with - both moves have range after all).

Alternatively holding the other key to keep throwing short range punches instead of tapping it and replacing rapid tapping with some kind of rapid fire might be an intuitive split as well.

Just don't use a small time frame after a significant initial action (and even during fixed movement) to perform something so basic. Right now you have to get a certain rhythm down just to throw a single projectile and additionally get thrown around the place quite randomly due to the movement (unless your input rhythm is frame perfect - but then you still can't steer). Too much risk for no reward.

Have you ever dabbled with fighting games a bit?