Hello! So Big Shot Boxing is a game I have been chipping away at for a while, I figured its about time I got some feedback on it. Anyone interested in an arcade style boxing game with a reasonably deep career mode. As in you work your way up a table to try to win the title. You upgrade your stats and get random fight opportunities. You also age and eventually will start to lose stats as you get into the later part of your career. Drop me a pm or write your e-mail below and I will send you a test flight build.
Looks great dude Already played it a bit on an iPad Air this morning. Will send some feedback later today.
Nice, I'm interested in hearing what the difficulty level is like and how you found the tutorial, amongst anything else you have feedback on.
I really like it, it seems pretty balanced and as far as difficulty goes I'll say it builds up nicely as you progress so you're not overwhelmed or outclassed by other fighters right away. I found that you could use strategy to win the fights and I love that you can't just throw a bunch of heavy hits and knock everyone out instead it feels like a real boxing match where you need to be smart and stick and move while looking for openings. It definitely needs a pause button and it never tells you if you're supposed to tap the screen to get up from a knockdown. There are sometimes just a black bubble from your trainer after a fight. I made it all the way to the second ranked guy who blew me away with his speed and power but I loved it still Good job
Awesome, thats what I wanted to hear. Im glad you felt there was some strategy needed. In the current build you don't need to do anything during the count, but in the build coming later today I have added the tap to get up mechanic. When you say back bubble, saw it just a mass of overlapping text or was there no text in it at all? Ill add a pause button soon. thanks for playing and for the feedback.
I wish there was some kind of celebration for becoming champion. I worked hard to become champ and thought I should get few fireworks at least
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.