Megabyte Punch DEMO
Apr 25, 2012 Demo 3 commentsThis is the demo version (standalone) of Megabyte Punch.
Megabyte Punch is an electro beat 'em up/platforming/fighting game in which you build your own fighter. Every creature in the game is made of separate parts. Parts have their own powers and bonuses (like gun arms for a shoot ability) and you can attach them to yourself freely. You travel through different environments, search for hidden parts and battle other creatures for theirs. This is the adventure mode. Then there is the fight mode. Here you can fight other players in a destructible arena with the abilities your customized creature gives you.
The game takes place in an computer world filled with creatures called Megac. As a young Megac, you fight to enter the Grand Tournament, the biggest fighting competition there is, to compete for the title of strongest of the world!
0 comments by TimReptile on May 11th, 2013
We uploaded the latest version of Megabyte Punch. The version number is 11.5 and you probably won't see a lot of differences with the previous update since most of it is under the hood. We fixed a silly color bug that was only noticeable when you installed the game for the first time with Update 11. We also added some AI fight mode behavior they are a bit less suicidal now. The HUD is a bit more subtle and dynamically scales to your screen resolution. We also added 5 new parts that are currently only available in the part store. You can find the full list of changes below.
We didn't work on Megabyte Punch full time last weeks. We also worked on our little competitive baseball fighting game Lethal League which you can play here:Lethalleague.reptile-games.com
So what's up next? Well, we are going to finish up Megabyte Punch! After 1.5 years of development we are finally reaching the final stage of the game, we will announce an official launch date soon! We are trying to set up some sort of a close Beta (for testing purposes) for who have pre-ordered the game. More details on this will follow later though. We will now lock up our self in the office to start the official crunch, there is a lot left to do!
General fixes and changes:
+ Dynamic HUD size
+ 5 new parts
+ Ai behavior
+ more bombs in Ancient tech to prevent getting stuck
+ some sort of display platform in your house (The camera zooms in to check your parts)
* fixed a color bug
* fixed minor issues- Deleted the version update notifier in the menu (Playtomic quit their services)
~ Minor changes in a few fighting stages
Combat and movement tweaks:
~ Uppercut and Pound ability a bit less overpowered
~ Megabyte Punch punches through a shield now
~ Slicedash a bit more powerful
~ Increased the hitbox of the ground up attack
~ Slightly increased the virus slice ability hitbox
This is the demo version (standalone) of Megabyte Punch.
Highest Rated (2 agree) 10/10
Really a great game that is under the radar. I mean this mixes mega man, and super smash bros into one game, two games so many people love. Yet somehow this game isn't getting nearly the love it should be. I sincerely suggest people check this game out.
Nov 29 2012, 9:58am by kyleschmelzer
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Wow!! Delightful surprise for an indie game in Beta stage! I would just like some more work on the inventory interface for an easier sorting and view of the parts, and welcome more RPG elements. Music is great, design is cool, fantastic!
Got this game yesterday, and it's pretty awesome. This being part Smash Brothers, I feel right at home since I have played those games. I get quite a bit of humor when I send enemies flying and they tear through blocks.
I have something to report, as well. At Level 3, Stage 1, there's a curved tunnel where there is a chain of bombs that I believe are supposed to go off one after another clearing away blocks, but a few of them are a bit too far apart. Did you need the Drill Arm to carefully get through, or slam an enemy through the blocks? I got past that part, but I got blown up in the process. I just wondered if this could be a slight design oversight.
Also, will there be more variety of attacks you can use? I've seen a lot of parts (up to Level 4), but not much in the way of attacks.
In any case, keep up the good work!
Thanks for reporting that issue...We are aware of this one! They should explode correctly...however , there is a little issue with the shock wave triggering those bombs. It will be fixed in the upcoming update. :) There will be more attacks yes!
Update 11 was awesome with the new effects, colors, smarter airborne enemies and all, but I didn't get why you took away the virus imunity from most of the parts that previously had it and why there is no imunity to green gas at all. At least you could make those parts reduce the damage taken form those gas clouds.
Thanks man, there is no immunity for the green virus anymore for two reasons. First thing was level design, some parts of the levels we designed with those virus clouds were quite useless if you got the immunity. On top of that, it's possible to make a nice virus build for your fighter. This build will become useless when your opponent can be immune to all your attacks. I'm glad you like the update though! :)
Do you plan on making this for Linux? And if you made it open source, that would be fantastical. :D
Would also like to know if it's coming to Linux.
1.I cant map the movement on my controller to the d-cross as the vertical directions get inverted (Logitech Cordless Rumblepad 2). No way to fix without external tools. Also with analog stick this game is unresponsive alot of times, and overresponsive at others. Just a tiny bit too far up or down on the stick and youre ******. Also the default keyboard mapping is dumb as hell.
2.Level 4 has alot of places where you are 1 block up from dieing to the ground. this is ********. I lost 3 lives because there was a wall behind such a "cliff" and you couldnt punch it without jumping to it, and you instantly fell to you death. I quit this game there because I lost atleast 1 hour progress after reaching the bosses, getting both to 250 damage and then dieing with 20 damage because analog stick ****** up again and i flew into death. Oh you start back at the beginning good thing the stage is way to long and repetitive to play them 2 times. +1 for this one
3.No freaking volume sliders, the control settings are a pain in the *** to config
4.Why is there no point in using two of the same parts (e.g. 2 scythes) A lot of the enemies do that and it has no use whatsoever.
5.WTF is up with this storage/add parts? Do you just storage away the parts you dont want? Why even allow to take up the same parts multiple times. And then the part-circle jumps when you want to storage away more than one item.
Sorry about the horrible experience you had.
1. Work in progress.
2. Good point about those punishing parts in level 4, they are fixed in the upcoming update. Making the levels less repetitive is obviously something on our list.
3. Yep, will be fixed soon.
4. Because we didn't design it like that I think. If you ask nicely we might add something like that later but I think you are too upset right now. :)
5. You can pick up the same part multiple times because of a system that isn't built yet but will make more sense later.
Thanks for your honest feedback
Heyoo Fonsj,
As you know we really appreciate your feedback! However maybe next time you can post your feedback here: Desura.com so we won't get a huge conversation on the frontpage :D
1. I personally had to get used to the "jab" as well, it's a new way of attacking that requires some tweaking again and feedback from you guys. Mapping the jab to a dash + attack might be an idea. We'll have to discuss it!
2. This is an undesirable effect from some tweaks we did on the ability selection with a controller. Fixing it in the upcoming update.
3. The slice dash is in need of quite some tweaking we maybe have to redesign that whole ability, it doesn't feel right anymore.
4&5. Lot's a balancing is on the to do list, the tricky thing with balancing these abilities is that the effect of the ability is really different if you're fighting against AI or against a human player. For example, I love the use the virus slice against Dion for some hit and run action. Since the knockback is weak and the poison is a bit slow the effect on AI is quite minimal. The same for the uppercut, it's an easy kill ability against AI. In a fight against a human player you can anticipate on the uppercut by using your shield, it's quite difficult to hit a human player with the uppercut so it's quite rewarding if you finally hit someone for 19 damage. I hope this makes sense!
6. This is just a matter of time, we will add more parts and abilities and balance all the parts out more.
Thanks again for your feedback!