Fire Punch by Stefan Funke
This is a platformer game where you punch monsters with your fists of fire. You are searching for an orb of pure energy, that is hidden in this dungeon.
The game is quite challenging, but rewarding, when you make it to the end. There are currently no heals or checkpoints in the game (coming soon). So be careful!
Enjoy!
Strategy hint if you get stuck (Please skip this section if you want to try it for yourself first): When a monster starts the bump attack and jumps at you, then just do a small step back. This way they miss you and incoming fireballs should still go over you and miss also. This should work most of the time.

Please leave some comments / feedback.
| HTML5 (web) | https://stefan-funke.itch.io/fire-punch |
| Original URL | https://ldjam.com/events/ludum-dare/50/fire-punch |
Ratings
| Overall | 1110th | 3.167⭐ | 38🧑⚖️ |
| Fun | 1019th | 3.069⭐ | 38🧑⚖️ |
| Innovation | 1377th | 2.222⭐ | 38🧑⚖️ |
| Graphics | 391th | 4.014⭐ | 38🧑⚖️ |
| Audio | 695th | 3.143⭐ | 37🧑⚖️ |
| Mood | 1129th | 3.029⭐ | 37🧑⚖️ |
| Given | 39🗳️ | 57🗨️ |
All of these elements have a lot of potential to make a great little platformer game, I'd be interested to see if you continue development :)
@junklab I would have loved adding some healing options. Sadly the time ran out and I had to cut some planned features. :( Maybe next time!
@extar Thanks! Reaching the glowy orb is the goal of the game. I didn't have time for a proper endboss, so I at least placed a treasure at the end of the level. But I didn't expect people just running past the enemies :D
I think most of the complexity comes from the fact that you can't heal your health back and the character is not very agile, which results in a certain frustration from not being able to dodge the bullets (which also come in a fairly unpredictable pattern.
The pause wizards take before going all hulk on you and beating you in close quarters could also be bigger, so to signalise that they are about to screw you up, too. I personally tried quite a few times but couldn't get past the second pair of wizards - and had to do over the same thing of killing the initial couple of walls and a wizard every single time - perhaps, a save game would be good to solve this problem as well.
So, this whole text above might look like I'm doing some harsh criticism, totally not intending that, just the requested honest constructive feedback. Hope you like it!
Another thing I want to comment on is the sfx. I think the may have been a bit too loud, although I definitely appreciate the effort of adding them in.
Overall a good submission!
@learus Thanks for the suggestions! I was worried about the sound being too loud and already turned it down a bit. Seemed okay to me. Maybe I will add a volume slider in the future. :D
Overall, it's a solid work! Great job! :thumbsup:
sorry that kind of went on, all in all you did a pretty good job with this game and I really enjoyed it
Well done!
But the game still feels good.
What I think helps with difficult games though, is if it is super super clear what is happening! It is already good that attacks were telegraphed, but even better would be to have bright flashing alarm signals that an attack is coming your way! The same goes for being hit, if it is super clear what caused the damage, it is easier to learn from it and it makes it feel more 'fair'.
Of course this is a bit nitpicking especially for a 48/72 hour game jam, I think you did a really great job and I enjoyed playing it!
Still a fun game tho :)
graphics looked cool and the anmations were really nice!
I feel like this is a game that would feel much better with a gamepad - but MKB was fine as well!
Also, classic gamejam syndrom - start outh with Level 99, lol.
Why do we like to torture our players so much xD
Seriously though, I tried to be patient and played it for 10-15 minutes but never got past that 2 monsters.
I figured it's impossible without getting hit at least twice (5-6 fireballs crashing into the floor, you can't stand in front of the monster - basically meaning you will get hit for sure)
Can you try to set off the aim of the monsters a bit? like make the delay higher or something und upload it again? (Gamejam rules are a grey area, but I think balancing still counts? but even if you post this as post jam)
tag me if you do, would love to try this again as I feel this game really has potential, I also quite liked the feedback of pushing and the monsters dying (turning to stone?)
The range of you attacks is very narrow, which is fine by itself, but having to get close to the monster while it jumps in your face PLUS having 5-6 fireballs behind you (the location where you should theoretically be able to retreat) just really really is a bit too much imo.
But these 2 monsters could be like final boss style, no joke :p
congrats on finishing this by yourself, really impressive :)
I don't know. It's just really difficult to balance games. I didn't expect people to get stuck at this point so early in the level. But now that I know, I can put more consideration into balancing the next time! :)
I'm doing a no-dev-weekend, but I will consider your suggestion of doing a small balancing patch next week (maybe, when I find the time). :)
Small strategy hint, that might or might not help: I will usually only do a small step back, so I won't get hit by the bump attack. Fireballs will then still land behind me and I won't get hit. That should work most of the time.
Thanks again for playing! :)
After you spend 72 hours working on it, you tend to forget others haven't... :)
So yeah. Definitely a learning curve for us too!
Add a couple casual levels, so everyone can enjoy and the pro players will rush through that to get to the harder levels will be my approach for the next jam :)
That is a good idea, I should do that too, but my ADHD brain makes me overfocus and obsess oder things sooo easily, hahah! :D
Ohh, thank your for the tip! I will give it another try! :)

YAY!!! That actually felt preeeeetty damn good! I was positive my ending is imminent though, lol.
Then I actually managed to come quite far!!! I just ran away from most of the monsters to come across this mysteriousy sparkling beauty:

Man, better check this out! maybe it teleports me somewhere? Nope
Okay, but there was a sound that video games trained me to think of a positive sound, so surely I activated SOMETHING, maybe that's even a checkpoint? Yeahhh that's gotta be it, now I can kill all these monsters without having to di- INSTANT DEATH. lol
Duuuuuude xD Come on now :b
haha this definitely IS challenging! (And the lack of checkpoint, come on man.. yeah, yeah just go on blame it on the time limit again, and not just you being cruel ^^)
All kidding aside, I would add the following two things to your page description:
1. Gameplay Tip about little jump back (I might add: maybe even start shooting a step back and wait until the dumbo jumps into it, or did I just unravel a secret :3
2. Write something about it being a challenging but rewarding game. Because that's what it is, I added that to our game to and will I think at least weed out the people that give up after 20 seconds of trying (Frankly, I don't get these people as fellow gamedevs.. but I digress)
You know how videogames used to be way harder back in the day? When there was a max. of 10 coming out every year, so players needed to spend more time on the levels ^^ But players were much more inclined to keep trying and the feeling of finally making it is phenomenal.
Nowadays a lot of people want that instant rush of gratification and are impatient. Although not everyone!
Otherwise games like the Souls series and cuphead wouldn't exist.
But casual players know how to steer away from them :D Und even they offer jackpoints, bro :b
.. okay, roasted you enough about this now, hehe :D
(and between you an me: I also didnt like the topic, and I'd also rather do a game that is meaningful/taking a risk with trying something new that could potentially be worked on later on, instead of a little cute game that plays it safe that might raise hearts during a gamejam but in the long run was just a fun project and nothing more, no hate against those, absolutely not, but I really dislike the idea of not trying to experiment and come up with something cool for the sake of ratings. That being said.. arrange time for checkpoints and easy first levels next time ;))
Pros:
- Quite good level design
- Enemy variation (at least 1 extra )
- Intuitive controls***
- Hellscape-ish visuals
- Definitely liked the 2-attack mode for the demons (CQC and range), so you can't exploit it too much
Cons:
- Not sure how it scopes to the theme. Some narration would be nice (no escape from hell or something)
- ***Lack of jump-attack (veeery annoying)
- ***Lack of coyote time for platforms (reduces game feel)
- A bit confusing logic behind enemy fireballs. I didn't know if I could step on them after they hit the ground or not. I think that faster after-hit animation would help
- Any sort of health regen (even a hidden pickup) would be appreciated
The game has some foundation, but falls short in the mid game right away, as any lack of health management gives you instant restart. It's a good effort though, so keep up the good work!
Checkpoints are definitely on the todo list :D
Haha, I know I'm blaming a lot on the time limit! :D But you should be happy, because I wanted to do a really hard endboss when I first planned the game. Instead I wanted to give the player a small reward at the end of the level. But I think the orb rather confused players. :(
I'm definitely learning a lot from the feedback. So I'm very thankful.
And don't worry about roasting me! :D I can handle that. Thanks for playing again! :)
Ohh that wasn't really meant like I feel you do that too much, more like the relatable thing we all complain about :D (too little time D:)
Ohhh gotcha! So after killing the monsters nothing more would have happened? :3
Yeah, you know how players are, we need constat praise and such :D Maybe add a text next time :))