Nintendo Switch
Xbox
PlayStation
Steam

Punch-Fu!! is an all-out, full-throttle, white-knuckle, pedal-to-the-metal brawler video game with an art style all its own.

"In a world full of nails, your fist is a hammer"

characters

KOA: Punch-Fu!!

KIMO: Lipsum

Masta Jon:

Iron Spartan:

Mr. Lum:

Dennis:

gameplay

  • Charging.
  • Anger meditation
  • Block -> Weave/Slip -> Parry

story

Koa, a free-spirited martial artist with un-attended to anger issues, wants to learn all there is to know about martial arts. Traveling to every corner of the world, he spends his adult life seeking training from masters of capoeira, taekwondo, sambo, wing-chun, shotokan karate, and the like. In the end, he settles on one revelation: the best technique is a knockout right-handed punch to the face. It’s on this revelation that he develops his own martial art: “Punch-Fu”. His physical training echoes this revelation, as his body becomes increasingly asymmetrical. His overdeveloped right arm, and hardened fist are icons of his single-minded dedication.

After twelve years of intense training, study, and ‘anger-meditation’ (a from of meditation that channels and magnifies anger into vitality and power), he believes he has mastered combat. He’s developed punches so devastating they break the sound barrier, a heart-stopping punch, one that knocks his opponents literally into next week, and even one that creates a small black hole. He feels he’s now ready to put Punch-Fu to  the test. His method? Return to the masters that originally trained him, and pit Punch-Fu against every other martial art; Whether the masters agree to it or not. In their defeat, each master does their best to impart to Koa the life-lesson he needs to lay hold of: “You can’t punch away all of your problems.

In the course of his challenges, Koa often fights his way through his former masters’ students, with no regard for their well-being. They are simply an obstacle on his journey. Defeating them is a means to an end.

Koa is uniquely alert when entering the final master’s temple. The are of ninjitsu employs not just traditional martial arts, but stealth. The masked disciples prove to be no match for Koa, though one in particular fights more vigorously than the others. After completing his mission, and defeating the final master–On the way out, a masked disciples pulls at his pant leg, then pulling off his mask to reveal that he is Koa’s only son, now a broken and bloodied mess. It’s here where he is confronted with the reality of his success. He proved himself right, at the cost of the one thing he now realizes he cares about more than anything else.

Fast-forward another 22 years. Koa has long given up fighting, though he still trains and works out. He works at the docks as a lumberjack, unable to even begin to forgive himself, but has almost entirely dealt with his anger, through actual meditation. Every day he thinks about calling his now paralyzed son, but fear grips and overcomes him.

Finally he’s able to develop a punch so powerful, it rips through spacetime. He realizes this would allow him to travel back for the real final battle, a duel with himself. There he must find a way to get through to the younger, naive Koa, and undo his greatest mistake.

Core Gameplay

  • A number/skill-based combo system similar to the Devil May Cry series;
  • At any point in the combo, you can ‘bank’ your meter for use in a charge punch.
  • You also gain meter by blocking, dodging, and parrying; you gain more meter the more difficult the defensive technique: to block you need only hold the block button, to dodge/slip you need a button press with generous timing, to parry, precise Street Fighter III: Third Strike timing is required;
  • If you are hit you lose your meter, but not your banked meter.
  • When you unleash your charged punch, you can keep your meter if the punch connects.
  • Different types of punches include ‘consecutive normal punches’, ‘corkscrew blow’, ‘black hole punch’, ‘Next week punch’ etc.
  • Punch-Fu!! gives you that satisfying feeling of landing a falcon punch
  • A launcher attack ala the Marvel series.
  • You can air combo/juggle enemies.
  • Dramatic punches like ‘Dramatic finishes’ in Dragonball Fighterz

platforms

  • PC/Mac/Linux
  • PS4 (Download)
  • Xbox One (Download)
  • Nintendo Switch (Download)

$19.86

influences

The Amazing World of Gumball – Television Show

  • I absolutely love the art style of this show. The integration of different styles into one frame is also intriguing with regards to an action/platformer, as different enemies could be animated and rendered in different styles. Cartoon character on live action backgrounds.

Super Smash Bros. Melee – Video Game

    • Particularly the game feel of the Falcon Punch and the Super Jump Punch (Luigi Up+B).
    • Stronger punches will launch enemies farther and faster, and lead to more devastating ‘dramatic finishes’.

One Punch Man – Television Show

  • Particularly the effects animation: The power of the main character Saitama’s punches is felt through the excellent timing & spacing of the action, and the effects i.e. smoke, fire, wind, etc.

I am the Hero – Video Game

  • The slight ‘pan’ angle of the camera is an interesting touch. Generally the cameras in Beat ‘em Ups look exactly the same.
  • Pixel art backgrounds with ‘real’ perspective.

Spiderman Enter the Spiderverse – Film

  • The biggest inspiration here is the approach the filmmakers took to the project. they pioneered and created new workflows that allowed for the look of the film to come to life.
  • The backgrounds will be 3d/photographic, along with ‘squetchy’ 2d animation for the characters.
  • Strong and wild effects animation brings the strikes to life along with the terrific sound design.

My Hero Academia – Television Show

  • Similar to the influence of One Punch Man, the drawn out and over-the-top timing and spacing of the big punches.

 

Lethal League – Video Game

  • The influence here is from the game feel and the animations.
  • HITSTOP!

Street Fighter III: Third Strike – Video Game

  • 2D sprite animations;
  • Hitstop;

What sets this project apart?

  • Art and animation style;
  • The ability to charge a punch for the entirety of a level and KO a boss in one hit;
  • ‘Variable’ frame rates: Character is at 12/24, while boss and/or other elements are at 60; this could also serve as a surprise reveal at a certain point in the game or even play into the story or strength/abilities of a certain character/boss.
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