- Walk with the left & right arrow keys.
- Jump with the space key.
- Punch with the Q and E keys. (each key is assigned to one fist)
- Aim up and down with the down & up arrow keys.
- Strafe/walk backwards with the shift key.
Dr. Onion has ripped a bunch of holes in space in order to kidnap Apple's beloved dog! Help Apple get her dog back and give Dr. Onion a whoopin'!
Punch by simply pressing Q and E.
Air dash by punching left or right mid-air.
Boost by punching upwards mid-air.
Just played the post-jam version of the game, I really like the improvements. Overall movement feels much nicer, played it with a gamepad this time around which I also feels much nicer for this kind of game.
At the start of the game "Press B to start" popped up, which confused me a bit, because A worked, but B did not work. I figured you might be using a Nintendo controller, but I feel like xbox is the more standard scheme for button prompts on windows.
I would also have liked the left right attacks to be next to each other, using X/B to attack makes it really hard to press both at the same time.
job well done. I didn't get a super good score but I enjoyed seeing the improvements
Hi, I played this yesterday in my stream, it was well done and I think this is the winner ^^ Here is gameplay: https://youtu.be/fD5nZ1gACGY?t=120 Sadly game ended with a gamebreaking bug, I am not sure what caused it, maybe I hit world-switcher and enemy with both arms at same time, as I was going for doublepunch.
Now there are couple of things which I like to change, when you jump next to wall and try to use punch-jump, the arm next to wall takes hit there and doesn't do uppercut. Maybe change that?
But overall, for jam-game there was massive amount of content and variety, I played maybe 18 minutes before bug. Also graphics are cute, little bit Kirbyish, music are good and I liked the sound effects. Well done with your game :)
SolarAnima Level 2
The graphics, sound and music are great! The controls feel clunky though, and it would be nice if hp recovered when entering the next level. Otherwise, the game was really fun! Amazing what you managed to do in 48 hours
Allison James Level 13
This was incredibly polished, a great unique idea, executed wonderfully... but I had to stop playing because the controls gave me hand cramps, sadly!
Would have really appreciated eg. up being a jump alt. I know it's already mapped to directional punching and entering doors, but I don't think it being jump as well would negative impact either more than having to stretch my left hand to reach Q, E and space at the same time (I didn't even try using shift).
Hurt what was otherwise a wonderful experience with a lot of potential going forward - I think with a little bit of tweaking this could be something genuinely special.
Let's get this out of the way: the game looks so good, and I loved all the audio. It instantly felt like a GBA game.
And there's a lot of content... maybe too much! It started to feel a little long by the end of world 2, and world 3 was just too much, levels focused only the combat which wasn't the best part of the game.
And that's mainly because of the controls. Moving with the right hand and punching with the left felt really weird. But I mainly don't get why it wasn't juste WASD + mouse, especially since the directions are important. (edit: oh yeah I forgot it was an html game. makes sense :/)
I'm also not sure about the HP, there's no health pickups so you should really get full life on each new level. Towards the end I ended up killing myself a the start of every level if I wasn't full life to avoid losing progress later.
Overall it was a cool game, but I wished it was more focused.
I planned to use mouse + WASD controls, but as it turns out, Gamemaker isn't the best at handling mouse movements and positioning in HTML5. I don't know why. I looked up solutions and most posts I was able to find just said "Wait for YoYo to fix it" or offered fixes that didn't work for me. If I could've had them in the game, I would've.
Besides that, the lack of health pickups is just a product of the 48 hour limit. It's another thing I wanted to include in the game, but I ultimately ran out of time before I was able to implement. If you remember, there's a room before the boss without any enemies or anything. I planned to put enough health pickups in that room to give you max health before the boss, but I ended up not having the time to add them. I considered just automatically refilling the player's HP to max at the start of every level, but I felt like that took away a lot of the difficulty from the game. (Not really sure what I was thinking there since there's a checkpoint at the start of every level anyways)
Regardless, thanks for giving our game a try!
Heather Level 7
This game is so juicy!! Just like its mechanics, it feels like a punch in the face. In a good way. I love the how actiony it feels, the whole game feels like it is alive. I adore the main characters design (ended up watching the whole credits due to the fnial graphic).
My main issue was that the controls were a little unresponsive and I did feel I was fighting against them. Also, if you do enough damage to the boss in the beginning, you cannot hit the orb as he blocks it.
The whole game felt very polished. So many levels! The scope was very impressive and it felt very professional. Like it was a game not made in just 48 hours.
Small thing I liked was the dog's little squeak at the end of the game. Thought that was adorable.
Tydecon Games Level 8
The graphics and music on this is amazing, this is a really well made and polished game, I think it can be a bit tricky to get aim the landing of the character sometimes but that's part of the challenge in-game! Great job :)
Matt L Level 3
Really neat concept! such a nice amount of polish here.
Honestly, my only nitpick was the controls, specifically directional dashing, felt a bit difficult to repeat consistently. But that really doesn't detract from what was a great experience
Zen00 Level 8
Extremely good. So let me go to my nitpicks :P Mainly controls. They were terrible :/ Is not WASD + J/K and Space not good enough? What was up with Q/E, Space, and Arrows? Your hands are all over the place with that setup.
I think a lives system would be appropriate for this game, and enough levels for a half hour or so of gameplay and this thing is ready for Steam :)
JesusAcHe Level 4
I'm in absolute awe at the amount of content here, I feel like I owe you 5 bucks, Milkbar lads. Art and music and sound design are all fantastic. I were to nitpick I'd say the characters need to be like 2 pixels highers given the perspective of the tiles, but that's just minor. I did like the mechanic of having two individual arms, tho I wish they had a slightly bigger hitbox for the enemies, hitting the airborn ones is hard and it puts you in a lot of danger. With that and controller support I would've given the game feel and responsiveness an 11/10.
The perspective with the tiles was added pretty last-minute. I definitely think it's imperfect too, but stylistically I prefer it to keeping the player on a regular 2D surface. As for controller support and hitbox issues, I'm working on fixing all of that (and the perspective thing) in a future version :)
SpritePainter Level 8
Mechanically, this game is amazing. I absolutely love the punching mechanic. However, the control scheme is incredibly awkward. It would absolutely benefit from gamepad support, more than anything else. If you added that, this would be nearly 10/10.
lazertrax Level 2
Amazing game, graphics are really good, enemy diversity is great and the punching mechanic is so enjoyable. I guess the only thing I didn't like is that the controls are not very responsive (maybe it's just me) but it felt like there is a delay between my input and the punches. I especially had a hard time performing the Boost upwards in some levels.
Still, very enjoyable game that has alot of content for 48 hour jam. Well done!
Evoleo Level 2
Oh my gosh! It's sooooo good I don't believe you did it in 2 days... The amount of stuff and polish is worth at least 2 weeks of progress... Impressive stuff, 10/10
The only 2 cons I found are: 1) Death feels really unfun and frustrating (expecially death from falling). At least make the waiting shorter, probably place some checkpoints through the level. 2) The critical path in the level before the lab is very easy to miss (you have to make a highest possible jump to progress). In fact, I almost dropped playing after that moment, but then I realized that it was actually possible, and beat the game.
Zandy Level 2
I have seen the word clunky thrown around at least twice now, and I would have to agree -- dashing to gain height was very finnicky. However, the concept and presentation are fun! I enjoyed killing jigglypuffs as Rayman-Kirby.
Kask Daxxe Level 2
This is a really cool piece of work and I'm amazed that it was made in 48 hours. Thought there wasn't a huge connection to the theme but then I found it. The controls also were a little clunky, I knew what I was to do but actually getting the character to move the right way was sometimes difficult. I have noticed a LOT of kirby references to the point it seems to diminish the games originality though.
Víctor R. Rodríguez Level 2
That's a lot of content for a game made in just 48h. I mean, wow. I love the main mechanic of punching and using it as dash on mid air or as a double jump substitute. If using a gamepad it would be really cool to press the shoulder buttons for punching. The sfx of the player voice when punching is dead on. Congrats!
Luke No Further Level 11
I mean obviously - WOW. This is an incredible piece of work for 48 hours! The levels ! The mechanics ! The music ! The boss fight ! The enemies ! There is just so much wonderful sparkly excellent content that I was just in awe as I mashed my way through this game. I loved how you managed to crank so many verbs out of the punching mechanic: causing damage to enemies, moving blocks, breaking blocks, high jumps, dashes, switching dimensions - such a simple idea having so many applications, you've made something very simple have so much depth. Great levels, great story - and great pacing as well - that last long cave level was such a slog, and it felt really nice to be rewarded with a new type of level and bunch of quick fun punchy ones and a sense of rising urgency and tension up to the boss fight.
Lots of hard work and smart decsions in this submission - well done!
illdie Level 7
First, and most importantly... I LOVE HER!!! It felt like the delay between when I could use each fist again was long enough to be clunky, and there were a number of parts where I took damage in the final boss fight that felt pretty cheap. Other than that, it's a really awesome game! 10/10 art and music, the main character design is amazing.
I'll admit the boss fight wasn't the best-designed part of the game. Getting all of his animations and stuff to sync up to his attacks was a big challenge that I really wanted to tackle because Stradomyre (who made the designs for AND drew/animated the player character and boss) worked so hard to make all the boss animations smooth as butter.
While Bonkers has quality gameplay concepts behind it, the game-feel is clunky. While the assets look great individually, they don't look like they belong to the same game. The animations are great, and so is the music. It's alright.