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PUNCH GUY

A bullet hell game focus on fast pace combat with the player having the ability to punch and parry enemy attack

MAY 2023 - PC - UNITY

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PUNCH GUY - GAME LINK

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PUNCH GUY - REPOSITORY

FEATURE & DESIGN

MELEE COMBAT IN BULLET HELL GAME

The game was created for the Bullet Hell jam 2023 with the theme being LIMITED. Which lead to the idea of limited range in this game. As in the player's only ability is to punch with an extra boost added in.

MECHANIC FOR NON-STOP ACTION

The game has three main mechanic: Punching, Parrying and Dashing

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Punching is the main method of attack in the game. In addition to dealing damage it also heal the player and fill up the stamina for dashing, which encourage the player to get close up to the enemy. This also lead to further tension as the risk of getting attacked increase.​

Parrying is a play on risk and reward. It encourage the player to perform risky action and reward them with various benefit. Parrying also show visual feedback creating a sense of satisfaction.

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The fun of dashing come from the flow it create in conjunction with other mechanic. As it give the player an ability to eliminate enemy quickly and move to the other creating a non-stop feed back loop as they continue on defeating any enemy while being untouchable.

GAME FEEL AND FEEDBACK

Talking about the feel of the game. One of the most noticeable thing is parry. To deliver a satisfying feedback of the parry three component are used: Hit stop, particle and post processing.
 

  1. Hit stop: Hit stop is added to increase the impact of the parry. It is a common technique use in many game like monster hunter's great sword slash or ultrakill's parry. 











     

  2. Particle: The particle is the most visual part of the parry. It main role is to draw the player attention and confirm act of parrying. 







     

  3. Post processing: The post process of parry use bloom and color adjustment from Unity URP. It main purpose is to highlight the particle to be more noticeable.










     

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Monster hunter 's great sword

Ultrakill's parry

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Non post process 

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Parry post process

INITIAL IDEA AND CUT CONTENT

At first, aside from punching, the player was designed with an ability to use gun. They can even pick up gun from a dead enemy.

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Prototype of the gun mechanic

With that said, however, the gun was cut because it undermined the punching mechanic and go against the feel the game is going for. Which is fast pace tense combat because gun allow for a safer play from distance.​ 

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