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A jam submission

Fright NightView game page

Public playtest: a first-person boxing roguelite where every dodge, counter, and broken knuckle shapes the next run.
Submitted by Isaiah Diaz — 13 hours, 24 minutes before the deadline
Rated by 3 people so far
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Fright Night's itch.io page

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The Biggest Challenge
Modeling the characters, and balancing.

AI Tools Used
I used ChatGPT for artistic character design, and claude for code, animation, and staging and posing for art.

Areas Where AI Was Used
code, sound, art, images.

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Comments

Submitted

Really neat! I can see that you managed to create a lot of content and I enjoyed punching things. 

However, the bellman is too large and its telegraphing is not visible (if you keep your head level and get close). Also the arena kind of discourages any usage of leaning, instead encouraging hit and run tactics. I don't know if this was intended, but it doesn't match expectations given by the tutorial.

Developer (1 edit)

Thanks you for your feedback, I do agree with the tendency for the large arena to encourage hit and run, however, it is intended as different characters have play-styles that benefit from different tactics. Like the Stray actually does excel at hitting and running, while the Answer excels at technique gameplay. There are game modes like the crypt that have enclosed spaces which require more dodging and countering, and the dead league that really require technique and learning boss move-sets. The Bellman is large yes, it is encouraged to find a good punch range by keeping your distance to be able to see his wind ups better! I am so happy you enjoyed punching the undead in my game!!!

Submitted

This is a great game, thanks for the tutorial. I love that so much thought, time and attention went into every detail. My only issue is that punching with both hands should feel better- most of the time the game does not pick up my clicks and leans one side or the other overwhelmingly. If I can punch with both hands then I would think I can punch with both hands at any rate, which isnt the case atm. 

Developer (1 edit)

hey I love the feedback! This is one of the issues that I have been looking to fix and am actually implementing in my next patch! The biggest struggle is keeping it as close to boxing mechanics as possible while making the controls smooth, this week, your comment has actually been at the top of my list for a fix, and will be in the game as soon as it’s working well! Thank you for trying and enjoying my game!

Submitted

his is really fun! I thought I could manage based on the training, but I got taken down easily by the first enemy, so now I'm figuring out what to do from here.

I'm not using a gamepad, but maybe one is recommended? Playing with a keyboard and mouse feels a bit tough.

The character design has a blocky, Minecraft-like vibe, but it looks cool and well done. I was really impressed by how much was accomplished with AI.

However, I couldn't quite catch what the "Argon" theme was referring to. If there's any specific meaning behind it, I'd love to know!

Developer(+1)

Hello and thank you for trying my game! Depending on your control scheme, you might need to double tap s or press space + s to back step zombie attacks… unless you are trying to fight the bellman first, then I would recommend getting some upgrades first! The top of my fix list is controls and punch mechanic tweaks which I am currently testing some fixes now! Also for the theme to be honest the jam said it didn’t need to follow and that it was just for inspiration so I kinda took another route, I was hoping the character auras would resemble noble gases though lol!

Submitted

Ah, that makes total sense! Theme interpretations are often optional in jams, so don't worry about it at all.

Definitely give it a try with some upgrades unlocked—it changes the pacing completely. Have fun experimenting!