Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.
I finally settled on a Powers system that I like. It’s elegant, it’s easy to add new powers, and it has its own custom editor. Glad it only took two weeks to nail it down. To exercise the system, I built two new powers. The first is a fireball, and the second is a placeholder for something better but I just needed to get something in there.
In this week’s demo, there are the two powers mentioned above. The buttons at the top of the screen activate them. The one on the far right is a placeholder for what will eventually be a Ninja leap to punch every enemy on screen in sequence. The middle one is the Fireball. It’s got some hit detection issues still, but those will get straightened out eventually. The far left one is the old Roar power that we all love so much.

The skills remind me of Cloudstone’s. Most skills have a time recharge and a power/energy requirement which seems like where you are going.
It’s a pretty good system.
Julian loved the new demo, especially just using the hit all skills to destroy everything over and over again. He did ask for the music to come back.
I’m targeting an all-ages audience with this game, so I’m glad Julian is enjoying it! And don’t worry, the music will be back.