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Nuclear Rage's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #118 | 3.882 | 3.882 |
| Originality | #143 | 3.824 | 3.824 |
| Fun | #169 | 3.471 | 3.471 |
| Presentation | #373 | 3.029 | 3.029 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Power-up your fists by punching buildings to overpower the Power Dudes.
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Comments
Never would have thought that a bullethell fusion of Agar.io and Punch-Out could have ever worked but you have struck such an interesting balance here I cannot help but be impressed. Only critique I would say is that no matter what I feel like I can never dodge the Power Dudes' attacks, but maybe I just need to get good lol. Really nice work!
Thanks for liking it. I put alot of effort to make this very balanced hehe.
About the punch-out part. There is some exact frames that you need to dodge (there is also a frame in the special attack of Power Dudes that you can punch them). I can be a little bias because I know exactly when I should dodge because I programmed it. My tip is wait for the last moment of any punch animation, if you dodge too soon your hitbox can touch the punch in your way back.
Awesome game, definitely cool to switch up the gameplay! The presentation, especially the sound design, was great.
The mix of art styles was kinda interesting. Switching between the 2 modes kept things from getting boring. I'm not sure what the significance of the levels on the buildings is, since they all seemed to give the same amount of XP and their health was dependent on the building shape.
They do give more XP the higher the lvl, but it is not easy to spot the difference because it is not well balanced, but the programming is there haha. Thanks for playing!
Could be a very addictive loop with some polish! Reminds me of some mobile games
Very satisfying arcade game, really cool how you implemented the two separate art styles!
very fun addicting game. love how there are 2 games in one here with the leveling up and destroying buildings and then the fighting game at the end of each level. very fun!
Thanks for playing! Our sketch board actually had so much more to implement but we shrunk to only 2 simple ideas, glad you liked it!
The first person match with Tiataka is pretty cool! I am just a little confused on the levels of the building, visually it doesn't feel like the payout is different between the different levels
Due to the limited time we had to actually work on the project we left out some ideas to implement, but the level of the building actually does matter because the EXP they drop is actually more than lower levels, but it is just not reflected visually.
heck yes! The music gives the perfect background for punching the tar out of the city buildings. Collecting the round orbs is addictive - especially with the Altered Beast-esque level up sounds FX. To top this off when reaching high enough level, a power range style fist off is truly epic. Great work! gets my vote
Thanks for playing! We are very proud of the outcome!
Lots of fun! Was very not expecting the punchout gameplay, I think its cool having like a survivors-style game with 2 different gameplay modes like this
Thanks for playing! It was a very fun project.
Cool game! It's really nice how you managed to incorporate both the survivor-like gameplay and the punchout genre.
Thanks for playing! Glad you liked it!
I'll always be trying to recreate that high of getting a nuke followed immediately by a vacuum. XD
Awesome entry kaiju bros! The hype was palpable when it transitioned to punch out mode!
Thanks for liking it. I'm glad that the transition went as I wanted :D
The 3D was sick, but I did start to enjoy the city destruction bit more once I realized vacuums drop from the destroyed buildings. I would love to get permanent upgrades like larger pickup radius or more common drops from buildings as you go. I died when I did a run where no vacuums dropped and I didn't bother to pickup anything manually lol
Little bit of game dev secret here: Powerups drop from buildings. A building have 5% chance to drop one when you break it by yourself (nukes doesnt count). However if your roll fail you get an extra +5% pity (this accumulates for each building roll that you fail), all pity goes back to 0 once a powerup drops. Thanks for playing it
A cool transition from the 2D collection phase to the 3D boxing phase. Rampage meets Punch-Out. I'm looking forward to seeing the game with a bit more time for polish.
Thanks for playing, I hope you liked it! We want to expand and make it a full game!
I do also want to make this game a full product. Thanks for playing it
Lost at stage 3. Not sure when the game ends so I give up.
You are a kaiju, ruining the town and fighting against Daizyuzin. Neat concept, I wish there are more contents.
I would love some Go-Busters reference, where the kaiju is destroying and stealing energy from Enetron power plant.
The loop is really the same boss and city, it is infinite, but we want to continue and add more content. Thanks for playing! I hope you liked it!
We just made the gameplay loop as a old retro arcade game, So the game will be playing the same idea over and over again. Just like @Vicxel said, we are planning to actually make into a full game with more bosses, stages and maybe more playable characters
Cool! Two simple ideas that together created a very fun gameplay loop.
Good job!
Thanks for playing! We put great effort into this!
It was well worth it :D
Sucking up the power in the 2d section was simple yet satisfying. Great spritework for Puncho. Very creative switching to a different medium for the fight at the end! My small suggestion would be to adjust the collision on the buildings so you can walk behind the top half to help them feel less like a flat object. Overall fun game!
During the testing (5minutes before we deliver) I though about that, but it was too late haha, Thanks for playing and for the feedbak!
I had this idea initially but because of the z-index of the main character sprite and the buildings and the powers that would be a nightmare to fix in this small time constraint. Thanks for the feedback
Really loved the fight at the end of each level. Super cool stuff! :)
We plan on making it better, with different heroes and Kaijus (and better modeling, animation an hitboxes) Thanks for playing!
The shift to 3d punching was pretty interesting, what engine did you use to make this game?
The game was entirely made in Godot. Thanks for playing
I'd make a terrible boxer, that's for sure.
The loop with collecting powers and using them is a great idea, weel done!
Thanks for playing :D
This is awesome. I'm a sucker for punch-out type games and collect the things type games so this fired on every cylinder for me. Loved the sound effect hitting the boss like he's this big menacing mech but hitting him sounds like an empty trash can. I did have some trouble understanding the dodge timing, I must have been going too early on each one I think since they were pretty readable. Just spitballing but it might be cool if in a later version of the game when you're collecting stuff, there might be ways to mutate and upgrade your kaiju down different paths.
I'm thinking to rly put some effort in this game idea and morph it into a full game maybe with some roguelike mechanics and upgrades. Thanks for playing
Was totally not expecting the shift to 3D Punch Out, but I was very pleasantly surprised, led to an enjoyable gameplay loop. Great work!
Thanks for liking it.