This online multiplayer shooter is all about momentum, transformation and sticking to the ceiling. Test your metal with online competition and a complete single player campaign. Launch your fist and swap characters mid fight in this first of its kind platformer!

  • Surface climbing and momentum based system that enables unique acrobatic traversal.
  • Character class swapping mid-battle. 6 character classes to choose from.
  • Competitive online multiplayer with up to 10 players.
  • Challenging single player mode with hours of content.
  • Flying fists that can grabs character classes out of the air, push enemies, and pick up the ball.
  • LAN Party friendly.
  • Inspired by action classics such as Soldat, Abuse, Altitude, Teeworlds, and Quake.


jbarba109 1 year ago

Mechanics Game Graphics
The good
- Those mechanics are great! Super funny, challenging, fast paced. I guess those little teddy bears would give you some score... to be honest I don't really know why I wanted so bad to collect them all, maybe just for the achievement feeling. I didn't read the description, and even so the game itself made me figure out this hero is momentum based, which is awesome!
- This demo has tons of levels! And you only made available 1 powerup, yet it allowed a lot of gameplay! I'm really looking forward to see how challenging could get the next levels using those powerups at the end
- Enemies are progressively harder each time, which is good: the game is really balanced, tho those alien broccoli things :D were really tuff

The bad
- Not saying graphics are bad, they are well done, soft and well animated, but I found them quite repetitive, which can make the game a bit boring in terms of the visuals, maybe if you try a light change of color per level, or maybe drawing some more aesthetic props or tiled textures to make the level have different ambient, ones might be dirty, others look shiny and modern, others might even be in outside the ship at outer space, the sky is the limit! (and the resources you have for this game of course :D )
- I got accostumed to this in the end, but I don't know if its fair to count going straight off from a cliff without pressing space as a jump, it seems some challenges are designed towards this specific mechanic, is just I didn't feel this was natural

Notes: I didn't test the online mode

PotionGames 1 year ago

- Thanks for these notes! Good call about being on the outside of the ship. I was actually planning on doing this, but at a way later level. Maybe it should be introduced sooner to help break up the aesthetics.
- I think you're right about having more varied props/bg tiles. I like your idea of having different ambience, like dirty/shiny/modern. I think we'll try this out.
- Hmm, thats a fair point about the jump. There are actually a few frames after you fall off the edge without jumping, that it'll still allow a jump, but perhaps I could increase that time from 2-3 frames to 15-30 frame maybe? Do you think that would do what you like?


jbarba109 1 year ago

That might be fair to at least test in this mode, I might be wrong, it would be good to hear what do other players say about this specific game mechanic

FullSpareDice 1 year ago

Physics Game Graphics
It was really hard to find something to roast about this game, it's so well made, fun, and polished! Even the level design is good. The physics are flawless and the mechanics really play off of that. I like all of the different weapons and abilities, especially that fist and the Heavy's magnet. I can tell you guys allocated a good chunk of time designing the classes, their abilities synergize well with each other and aren't your typical Team Fortress classes (love the ninja grenadier with the star cannon)

For the bad, the two main issues that came up for me jbarba109 already mentioned. The level just needs to be filled with more background assets like those lockers, add more stuff like that. And the main menu image does not convey the level of polish that is found throughout the rest of the game, so it sticks out.

and yes, costing a jump for walking off a cliff was a noticeable issue for me too. There were many times that I thought I had another jump in me but must have missed the edge by a little when kicking off. I think increasing the delay to 15-30 frames would feel much better.
Also, I got stuck in that level where you learn to use the momentum from that curve to boost your jump to collect the teddy bear. It took a while for me to register that I was supposed to jump once, and then jump downwards while pressing jump again. I don't really know why, I realized you guys made it pretty obvious when you started. I guess I saw that second SPACE and assumed that was carrying over from the first one. So my suggestion is, switch around the SPACE + S to S + SPACE so it is more clear that you are pressing SPACE again in the air.

BREAKINGcode 1 year ago

Controls Game Graphics

Great work! I really enjoyed the controls... at the beginning...

I got used quite fast but then It was too difficult, but not so much for the enemies or level design but for the reatcion, too slow of the character, needs more weight to me.

Art... well, there's some room for improvement I guess :)

It's fun! Liked it!

PotionGames 1 year ago

Thanks for the feedback. I was just wondering if I could get clarification on what you said. You mention that it was too difficult, but not because of enemies or level design. Do you mean that the character feels sluggish? Or that you would want more bullets/ faster bullets? I'm just not sure what you mean by "the reaction, too slow of the character, needs more weight to me". Thanks again for your feedback!
Roast Em


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