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Big Shot Boxing, looking for testers

04-12-2017, 03:16 PM
#21
Joined: Jul 2014
Posts: 120
haha, anti climax, yeah there will be a champion of the world scene when you first win the belt, confetti and everything.
04-12-2017, 03:33 PM
#22
Joined: Jul 2014
Posts: 120
Quote:
Originally Posted by neilsarkar View Post
Clubber Payne W: 24 L: 6 D: 0 KO: 24 Age: 36 Champ: Yes Defend: 0

At first I thought it was just a button masher, but once I started losing around the third or fourth fighter and had to figure out a strategy it became engaging and fun. I eventually settled on a strategy that let me coast from the middle of the ladder to the top two. Those last two fights felt like real boxing matches, which was really cool. Also, the sound of making contact was quite satisfying.

There were one or two anomalies in the progression where a seemingly easier fighter came after a harder one, but for the most part it was consistent. After getting the hang of it, I rarely felt totally out of my depth or bored.

KOs, knockdowns and stuns

The major point of confusion for me in the game was that stunning, knockdowns, and KOs seemed to happen randomly.

I tried counterattacking when they punched, combinations of punches, sequential uppercuts in the corner. I couldn’t seem to strategically increase my chance of stunning, knockdowns or KOs.

The only strategic lever I seemed to have was that getting their health bar to 0 resulted in a knockdown. I left stuns, knockdowns with health left, and KOs up to chance.

I also never knew when I would get KO’d. It seemed like it could happen at any time, not just if I’d been knocked down a lot or had low health.

My assumptions I had from the beginning that don't seem to have been correct were:

1. A fighter would have a higher chance of getting KO’d the more times they had been knocked down and the less health that they had.
2. A fighter would have a higher chance of getting stunned when getting hit by consecutive strong punches.
3. A fighter would get knocked down only if their health bar was at 0 or if they were stunned.
4. The health bar determines how hard it is to get up
5. Three knockdowns in a round would give you a TKO

My understanding now is that each cross or uppercut you land has a critical strike probability, like in an RPG. And a critical strike can result in a stun or, more rarely, a knockdown. Is that right?

Attributes

I settled on Power and Chin as my focuses as per the advice of the trainer, but since the delta of improvement for a single upgrade wasn’t obvious and presumably the attributes of the fighters you face increase as you move up the ladder, I wasn’t positive about what any attribute did and had to make guesses. My guesses were:

Power - punches take off more enemy health, higher chance of stunning?

Chin - lower chance of being stunned?

Recovery - green bar recovers faster between rounds. maybe easier to get up from a knockdown?

Health - seems like the green bar doesn’t grow, so maybe this makes you lose less health?

Maybe an explanation of each attribute’s effects in Training would help. Also, displaying the attributes of the people you are fighting would help you understand what each one does in relation to each other (e.g. Power vs Chin).


Nitpicks

* Touch targets on training are too small. I accidentally upgraded the wrong attribute once and couldn’t undo it.

* It's hard to tell in the heat of battle whether your opponent just landed a cross or a jab. Maybe more visual differentiation would help.

* The victory screen has a typo — “Congradulations”


I know this is extremely long, hope it is useful. And again overall the game was really fun, I really enjoyed it.
Thanks for the detailed feedback, you are correct on most points. Apart from the health update one, It does actually increase the size of the health bar, maybe not super obvious when its happening gradually.

In terms of the logic behind stuns and what I call "flash" knockdowns is quite subtle and has randomness to it. Basically I have decided a certain range, For example, If you throw a right hand from a good distance, and your opponent is moving forward at the time, there is a 1 out of 70 chance it will flash knockdown, depending on your power upgrade and opponents chin etc. Its something you can get a sort of feel for but I don't want you to be able to learn it so it could be done every time. So I want you to try to throw the punches at a good range and try to catch the opponent moving forward just after a upper cut etc, but it will still be random whether it actually stuns etc.

Im a big fan of random events, I know its not for everyone. I love the shock when you are losing a fight and then in the last round you flatten them with 1 big shot. This wouldn't be a shock to you if you could see they were stunned, or you could see they had low health.

Fighters do have a higher chance of being knocked out the more times they get knocked down, but again its not predictable. You will most likely get up from the first knockdown but every now and then, you won't. Technically a fight could be won with the first punch thrown in the first round, and I love that.

In terms on the 3 knockdowns = TKO. I decided to go with the Unified Rules of Boxing in which the 3 knockdown rule is not in effect and you can't be saved by the bell in any round. The main exception is I don't enforce the standing 8 count rule, the fight starts again as soon as you get back up.

Yes your right I need to find a good way to explain the upgrades, you guessed most of them correctly. Yeah I will improve the buttons for upgrades, UI stuff is being worked on now. Thanks for finding the typo

Last edited by ColinL; 04-12-2017 at 03:36 PM.
04-13-2017, 08:40 AM
#23
Yeah cool, I had a feeling that the randomness might be intentional in order to make it more realistic but wasn't sure.

Also, all of this feedback was based on beating the Beginner difficulty level. last night I played through pro and started losing when I got to be around 35. I now realize there are many more subtleties to the game than just jabbing and crossing your opponent into a corner and then uppercutting them a ton. I'm back to refining my tactics now and am engaged again trying to determine strategy.

So I'm digging the realism and not missing the guessability/gameability now that I get the decision...I think it probably leads to deeper gameplay. Maybe my expectations of determinism were because of associations with Punch Out and Super Punch Out. Speaking of realism, that sinking feeling you get when your boxer starts aging out. Man.

Founder of Super Serious Company

Working on Egg Peg
04-17-2017, 02:42 PM
#24
Joined: Jul 2014
Posts: 120
Quote:
Originally Posted by neilsarkar View Post
Yeah cool, I had a feeling that the randomness might be intentional in order to make it more realistic but wasn't sure.

Also, all of this feedback was based on beating the Beginner difficulty level. last night I played through pro and started losing when I got to be around 35. I now realize there are many more subtleties to the game than just jabbing and crossing your opponent into a corner and then uppercutting them a ton. I'm back to refining my tactics now and am engaged again trying to determine strategy.

So I'm digging the realism and not missing the guessability/gameability now that I get the decision...I think it probably leads to deeper gameplay. Maybe my expectations of determinism were because of associations with Punch Out and Super Punch Out. Speaking of realism, that sinking feeling you get when your boxer starts aging out. Man.
Nice! I'm glad the pro mode forced you to re-think the strategy a bit. I think a lot of people will be annoyed by some of the randomness, especially if you are coming from other fighting games where the law is 'If you still have health in your health bar it can't be game over'.

But I'm happy with my decision and hope people will get into it eventually.

Im just sending out a new build, mainly tweaks to the menus and a bunch of new character starting options. Some with different starting stats that will need to be unlocked in the actual game.
04-21-2017, 07:54 AM
#25
Nice, been playing it a bit. I chose Savage, the youngest guy with the most power which seemed like a steal or obvious choice but I guess by playing more I will figure out how they are all balanced. Thanks for fixing the touch targets on the upgrades! And I like the input from the trainer between rounds.

Founder of Super Serious Company

Working on Egg Peg
05-01-2017, 03:46 PM
#26
Joined: Jun 2016
Posts: 2
Am I too late to test ?