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!
2 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
Latest tweets from
It can take up to a few hours for tweets to begin appearing.
The game is great fun, and makes me think of Megaman while I play it, but it seems as though the 'Purchased Downloads' section has been removed from the game's page.
It's been removed indeed. It's up for verification again, should be back online within a few hours! :)
Weird stuff is going on. I can't seem to download the new update yet, I can still only download MegabytePunch_OSX_Update8.zip.
The Update8 standalone files are not yet removed by Desura, the new files are online though. If you got the Desura App installed you can install it via the app instead of the standalone. If you prefer the standalone i'm afraid you have to wait until the old files are deleted. I'm sending a mail right now so I hope it will be fixed today!
I'm digging the new logo.
I just updated, and I gotta say guys, I'm not too impressed. Getting rid of all those varied movement upgrades makes the selection of parts seem more stagnant. (the Toxi Hoodi doesn't have any item discription by the way). On top of that, right away i noticed that the new shield break mechanic is, well broken. If my shield breaks I not only get 20 damage, I also get thrown immedietly into a killing slo-mo flight. With the pelvic thrust now as a part easily accessible, this makes insta kills possible. Even with the unknown head, my upward speed makes insta death possible if I'm underneath a block or two. This is not something I want to see. In fact, it's an even bigger offense than the down-air's previous overpoweredness. On top of that, there are some very lazily done icons for the new part abilities. The assets for those look sloppy and off. The new forward double jump animation is only activated when the initial direction is forward. If you fall and jump backwards before jumping forwards again, you won't do the flip. I was really excited about this update. I was really looking forward to the Beta release, but sadly this did not meet my expectations in the slightest. I realize you're still (and now) in beta, but the previous versions were better than this. This feels like regression.
I'm sorry to hear that. We're experimenting with the shield mechanics, the current way does allow a last minute save if you fall off a stage and time it right. Aside from that we're saving the backwards jump for a backflip. I hope you'll like the next version better.
I think I see where you were trying to go with that, but that's what recovery moves like the flight and jet move are for. The way it is currently, you're actually making me choose between an extra recovery (like a triple jump hip) or an insta-kill. No player will outfit themselves without a pelvic thrust part because there's such a disadvantage to not. This way you're basically forcing a part move upon a player, which in a game so heavily based around freedom of playstyle is not something you want to do. Add this to the fact that the shield now takes a shorter amount of time and less damage to break, makes the shield 1. Something I might not ever risk using EXCEPT off stage and 2. one of the most reliable ways to kill (which is quite the oposite of the intended function of a shield I think you will agree.)
On top of this, I have just played tournament mode, and have found that the same 20 damage and upward killing knockback does not work on enemies, who don't even spin like they used to when they have their shield broken. Also, the tournament health bug still exists.
Something else that bothered me was the decision to remove individual shoulder pieces. But it's more understandable, as being able to have two of the same recovery move can be a little too useful.
I have more to say, but perhaps I will share some more opinions in a future video.
Thank you guys for the hard work. Even though I don't agree with some of the decisions you are making, I appreciate what you guys are doing.
Your points are valid and we do appreciate feedback (I don't want to think about were we would be without it!). We've got a feedback section on the Desura forum for this too.
Keep in mind things are very likely to keep changing quite a lot though. But we'll certainly do our best :)
Awesome!
So far I'm just using Glovepie to reprogram the keyboard keys.
It handles Xinput so its safe.
Not the best idea for multiplayer though since the game will try to grab the controller for two at once... (I'll have to try that in story mode) but it solves the issue when playing long sessions in single player.
Also works around the D-pad issue since for some reason inputing the D-pad in the settings flips the up and down controls