I'm actually working on a tutorial for the different ways to throw punches. I may be wrong, but what I think is going on is, it is terribly unclear how to properly throw uppercuts and hooks.
For example, the proper way to throw a hook:
You start by leaning some direction. (left : W | back : S | right : D) Then you pause for a moment. There is an indicator on the lean direction text at the bottom of the screen. (it turns from white to red) Once it changes color, left or right click triggers the hook on the related hand (left click : left hook | right click : right hook)
I'm not sure if this was clear when look at the instructions. It's similar to some fighting game mechanics I think I remember playing when I was younger. Where there is a "hold/pause time" in input, before triggering a momentary change in state of the character.
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the satisfaction of punching, unparalleled.
I can certainly say this game provides that.
However, the instructional control sheet was a little bit chaotic. It's possible the issue was with me, but it did seem a bit all over the place.
+Love Mr. Pillfella.
+Very Responsive
+Instructions are straightforward
- I'm not a fan of the mouse vector/direction dictating the punches you throw. That's just me.
Thanks so much for the feedback bro!!!
I'm actually working on a tutorial for the different ways to throw punches.
I may be wrong, but what I think is going on is, it is terribly unclear how to properly throw uppercuts and hooks.
For example,
the proper way to throw a hook:
You start by leaning some direction.
(left : W | back : S | right : D)
Then you pause for a moment.
There is an indicator on the lean direction text at the bottom of the screen.
(it turns from white to red)
Once it changes color, left or right click triggers the hook on the related hand
(left click : left hook | right click : right hook)
I'm not sure if this was clear when look at the instructions. It's similar to some fighting game mechanics I think I remember playing when I was younger. Where there is a "hold/pause time" in input, before triggering a momentary change in state of the character.