Fist Puncher follows a team of vigilantes led by Dr. Karate, world renowned neurosurgeon and black belt, as they perform unnecessary surgery on the crime lords that hold a lawless city in their brutal grip. The gameplay is true to the classic era of button mashing brawlers, as players choose from a colorful cast of characters and take to the streets to battle endless waves of thugs and ruffians. Featuring 15 playable characters, 50 levels of mayhem, over 100 collectible items, 99 trading card achievements, unlockables, easter eggs, special attacks, and RPG elements, Fist Puncher combines the glory days of multi-player beat ‘em ups with the frills and richness of modern games. Bust out the baseball bats, sledge hammers, and prison shivs, and prepare to mash pixel fists into pixel faces.

Forum Thread
Poll: Who is your favorite Fist Puncher? (6 votes)
Improvements Wishlist (Games : Fist Puncher : Forum : General Discussion : Improvements Wishlist) Locked
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Sep 7 2012 Anchor

Here are some things I'd like to see added/changed in the game:

  • Improved collision detection (enemies seem to be able to hit me and I can't hit them back when I am slightly above or below their level)
  • More detailed statistics on the character page. Specifically, what adding a point changes for each attribute (i.e. speed, agility, strength, etc.) This doesn't need to be super-detailed like an RPG, but just to give some indication of where the character is at min/max -wise.
  • Character voices!
  • Making sense of the in-game map. I like the Super Mario Bros. style, but I have no idea where I should go after beating a boss. Do I need to complete all of the missions to win the game? Is there a certain path I should take, or am I free to beat the levels in whatever order I choose? Maybe you could have little cut-scenes or dialogue boxes after each defeated boss where the character says where he needs to go to next. I think that the levels are fun. They just feel disconnected.
  • What the buttons do. This is a big one. Which buttons do I press to do combos, and what are the basic moves? I discovered by accident that pressing the jump button quickly twice makes my character do a drop kick. Cool, but I'd like to know what the controls are right off the bat.

I'm sure I'll think of more things as I go along. I'm only about a week into the game, so this is more of a "first impressions", heheheh.

Sep 9 2012 Anchor

Thanks for the great feedback! This is exactly the sort of thing we're looking for from those who have played the game.

1. Collision: we had a big conversation at PAX about this. Another person mentioned the same thing - the collision is to fine along the Y axis. We plan on improving this.
2. Character attributes: We'll try to find a way to make this more clear.
3. Voices: we're investigating adding some voice acting to the game. We also think that a few voices or maybe a narrator would add a ton to the game. We'll keep you posted on how this progresses.
4. Map: Originally the map was completely open world. We wanted to have the player feel that they could go anywhere and had to sort of discover or create the path that they took through the game. However, we realized that this was too overwhelming and went with the Mario 3 style map. We still want to give the player a choice of levels (so rather than being linear they can beat levels in a variety of different orders) and maintain a sense of exploration and mystery as to where to go next (and also let people go back and play levels over). We're hoping that once more of the story elements are dropped in, it will become more clear. Still, our ultimate goal is to have the game be somewhat open and non-linear.
5. We have a tutorial level that we took out of the alpha because we weren't happy with it. We're working on an improved model to help users understand what each button does.

thanks again!

Sep 17 2012 Anchor

You're welcome! I'm always happy to share what I think, and I like that you guys are developers who listen. I played the game some more this weekend, and one thing I'd really like to see is tying the music together. The music in this game is one of its key features, and I really like it. What I'd like to see is having one song for the map, one for the character upgrade page, and a different song for each level. If it isn't possible to have a different song for each level, then I'd like to have music that fits the theme - e.g. beach, downtown, special theme, etc. I really like the music you picked for this game. It's all very genre-appropriate and reminds me of a combination of the video arcades and SNES/NES home gaming consoles. What I'd like to see next is a) more of it and b) tying it all together into the themes.

Specifically, I think:
- Music 2 for the map page character upgrade pages (this would kick ass on the title option menu as well... I really like this song)
- Music 4 for the character upgrade page
- I think "ca" is perfect where it is in the dojo scene as well as "light2"
- Music 1 makes sense for the map screen
- Cool new custom tracks for the special levels like HItler's birthday and the beach, etc.

All of the games I love and remember have great, memorable music. You already have some in Fist Puncher, and I'd like to see more!

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