Ranked #24
1205 Points
Super Punchy Face is a roguelite beat-em-up about making your own fighting styles and using everything in the environment to outwit your opponents. This is all wrapped up in a lighthearted, slapstick, retro aesthetic. - Dozens of techniques: No boring stat boosts, these upgrades augment the mechanics or introduce new ones to make for a unique play experience. - Oddly ordinary weapons: No magic, no swords, no guns, no killing. All weapons are everyday objects like bottles, chairs and mops. Getting knocked down means you can get back up, but so can your enemies. - Clever opponents: Face off with foes who match your capabilities and use the environment the same way you can. Difficulty is based around what they can do, not their stats. - Slapstick and lighthearted: Final art will feature a spectrum of character reactions to help sell the impact and silliness of tripping over a stool, or getting smashed through a table. - Roguelite + beat-em-up: A unique combination of combat from classic beat-em-ups like Streets of Rage with procedural design from modern roguelites like Spelunky and Nuclear Throne.
Oh My Ball! is such a dumb name that I had to play it. And it's really fun! It's like golf + pachinko. I'm on level 47, definitely going to play through the rest.
The level design is fucking great. Trying to play with lowest shots possible makes for good puzzles, and the level design is always forcing you to be more creative. So many times my shots would juuuust fuck up, but in a way that made it clear I had to try a different approach.
I even beat two levels with fewer shots than the 3 star rank: 24 and 30, I believe.
I think the slow motion for mid flight shots should be slower. The normal play experience has the ball sitting still, with plenty of time to aim. Trying to aim mid fight makes it feel more like an action game. It's way more frustrating. I think the fun of the game is thinking about and angling your shots properly, and not about predicting the right angle based on where the ball WILL be and timing it so it actually follows the path your planning. Slowing down the slow motion even more would help mitigate that I think.
And the graphics. They're fine. They're serviceable. But they're also boring. The aesthetic in general is boring. With a name like Oh My Ball! I would hope for something more inspired. Make it look as quirky as the name promises, and I don't mean by having more levels that are shaped like chickens. Unless all the levels are shaped like a thing...
Anyway good game.
Thank you so much for playing!
Yeah, these controls are ripped from fps games so if you're not used to them it's probably really weird. If you have a gamepad of any kind I would recommend trying that out. You can also customize the control scheme by going to the bulletin board. But I could probably come up with a way to drop mouse controls entirely...
Thank you so much!!! I'm glad you enjoyed it even in this fairly early stage. That Isaac comparison is high praise in my book. We do intend to add more types of attack animations, not mention dozens more weapons, so its good to hear the few we have now are satisfying.
Could you tell me a bit about what you dont like about the story/writing/dialogue? Definitely looking to improve on that too!