Punch Bomb cover
Punch Bomb screenshot
Genre: Indie

Punch Bomb

2017/03/26 - New Build - Initial Oculus Support, Scoring Update, and Descend Progress

Hey everyone!

Sorry for the silence! I was traveling and then sick for a week. Got back to work, though!

Tonight I have a few announcements.

Number 1! Initial Oculus Rift support is in!



I hate to discriminate, so this was pretty important for me!

It works pretty well for me! I'm going to get several Oculus users to test it out before officially marking the game as Oculus Compatible though. This was much more involved than originally anticipated, so thanks for being patient!

Number 2! Scoring refactor!



I've reworked the combo system to implement a combo cap (as suggested).
The cap is currently set at a max combo of 50 before it loops.

HOWEVER! You'll notice every time you reach 50, it adds an exclamation point after the combo - this shows that you're still in the same combo string!



The amount of exclamation points shows how many times you've reached a combo of 50 in the same string.

Every time you reach a combo of 100, you get a multiplier for the amount of hundreds you've reached (example: 100 = 1 multiplier, 200 = 2 multipliers, etc etc) - just a small bonus for keeping at it!

Try it out, and let me know what you think! It should help lessen the frustration from losing your combo string and help even out the leaderboard.

Speaking of which - I've wiped the leaderboards for Classic Mode and Classic 180. If you go under the community hub on the Punch Bomb steam page, you can still see the old leaderboards where your names will live in fame forever, but it's going to be much more difficult to reach those really high scores now (hence the leaderboard wipe)! Hopefully this is an acceptable compromise!

Number 3! Some more progress on the new game mode!



The game still does not have an entire game loop, and there's still a TON to do, but here are some screenshots from the update! (If you ride the elevator down, you'll end up here)





I've switched the mode to be horizontal as opposed to vertical to solve a lot of problems - so now it's primarily a front-facing game mode. (much more manageable)

The new maps for this mode are also generated on the fly from segments - so it'll be slightly different every time you play it!

Hop on in, ride the elevator around, and let me know what you think so far! There's no health yet, so no consequences.

Once the elevator stops moving (and the timer starts), the controls are:

  • Push in the touchpad (or joysticks for Oculus) to control your speed - right hand speeds up, left hand slows down.

  • Triggers to rotate around the tunnel. (Left or Right for different directions)


Here's a video of some earlier progress on it I posted on Instagram!

Number 4! Potential for a "workout" mode!


Some of you have mentioned you'd like to have a workout mode, and I think that's a great idea! (Just give me some time) I'd love to hear your thoughts on what parameters you'd like to see there! I'm thinking an infinite time mode with no lives - and a timer, so you can see how long you've been going at it. Perhaps even make it HIIT where it cycles between REALLY FAST and TAKE A BREATHER speeds.


That's all I have for tonight - stay tuned for future updates - and thank you all so much for the feedback you've been giving! It's been a gigantic help!

2017/03/01 - New Bomb type and Music option!

Hey everyone!

I was trying to get this build out in February, but I think one day over deadline isn't too bad.

In tonight's build:

New bomb type! These are half-and-half bombs that require you to uppercut or hammer punch, so pay attention! (I'd also love feedback on balancing these!)



There's also a nice tips screen to go along with them to help you all out!



In addition to the new bomb type, there's also a new "Music On/Off" button under "Quality Settings" - as requested by you all - this will turn music on or off in the game (if you prefer to play the modes without music)



That's it for now! Hope you all enjoy the new features, and stay tuned for more updates throughout March!

2017/02/14 - Happy Valentine's Day! And a new build!

Hey everyone! Happy Valentine's Day!
Thanks for bearing with me as I work on the game!
I just posted a new build tonight that includes a couple new things.


180 degree Classic Mode:



First, there's now a new "mode" button under the "start" button in Classic Mode!

You can punch this to swap between 360 degree mode and the newly implemented 180 degree mode! (where bombs only spawn in a half-circle instead of 360 degrees)


With this new 180 degree classic mode, I've added a new leaderboard to keep it fair! (When you change mode, the scoreboard will automatically swap out in game)

NOTE: This 180 degree mode will take some future tweaking/balancing, I'm sure! If you have any suggestions or feedback, please post in the discussion boards!


Descend Map Art:



You'll notice a new button on the home screen!


I guess this would be a good time to say the name of the new mode is "Descend"

It says "under construction," and it DEFINITELY still is - but you can still visit the map to see the art/functionality in progress!



There's very little in the way of functionality so far, BUT you can ride the elevator as many times as you want!
(Video I posted on Instagram: https://www.instagram.com/p/BQb8HiuDpxP/ )


Anyway - that about sums it up for the new build! Hope you all find the new 180 mode useful. Stay tuned - I'm hard at work adding more stuff!

Punch Bomb Progress Report 2017/01/24

Hey everyone!

It's been a few weeks, so I owe you all a progress update!

No new build QUITE yet, but I've been hard at work on the new map/mode!
Here are some screenshots of the map art from within-engine:







I'll be out of town this weekend (celebrating my birthday!), but some things to expect throughout February:

  • New bomb types - I'm experimenting with half-and-half bombs that make you uppercut or hammer punch (as requested).
  • Going to put the "under construction" map in the game for you all to explore before the real functionality is even there.
  • Experimenting with a Classic 180 sub-mode (for those who prefer front-facing games to 360 - requested by some players)
  • At least one new unlockable fist (POSSIBLY more)
  • Going to add an option for turning off the music in the game (as requested)

Until then, stay tuned, and keep punching! I've been really impressed by your leaderboard scores!

Holidays are over! Some progress! 2017/01/02

Hey everyone!

Sorry for the radio silence over the holidays! It doesn't mean I wasn't working on things! (Granted I didn't get a TON done due to holiday obligations)

Just a small progress update.

As of today, there's now a free demo for Punch Bomb!
It's limited in the following ways:
  • No Global Leaderboards
  • No Steam Achievements
  • Only 2 unlocks
  • Classic Mode score limited to 1000
  • Grav Bomb score limited to 150
  • No content updates during early access (want to focus on the full game!)

Hopefully this will be enough to give people a free taste of the game!

Now for the fun stuff!
I've started the art and animation for the new game mode! This mode will take place on an elevator pad - this is just a small teaser - more details on this mode later!

Here's the elevator pad:


And here's what it looks like animated:


This mode will take a while to develop, but the plan is to implement the art as soon as I have enough done! Essentially, you'll be able to explore/view the map before the game mode is even implemented or working - just to give you an idea of what to look forward to!

Hope you all had a fantastic holiday and a happy New Year's Eve celebration! Look forward to more content and updates soon!

Early Access Update 2016/12/18

Hey Everyone!

Small update tonight:

  • Renamed "Punch Particles" toggle to "Punch Effects"
  • Added "Punch Effects" toggle to Classic Mode in addition to the one already in Grav Bomb
  • Game now saves whether you turn punch effects off or on in both modes
  • Scaled down the boxing glove effect a bit (to be slightly less intrusive)
  • Fixed a bug where red bombs were spawning clipping/colliding with other bombs

Here's a screenshot of the new "Punch Effects" toggle in classic mode! (ignore the leaderboards - screenshot from within engine)



Hopefully these small tweaks will further allow players to play how they want to!

Hope you're all enjoying the game, and keep on punching! :D