The Thrill of the Fight

The Thrill of the Fight

Happy Halloween!

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fyiandev  [developer] Nov 15, 2017 @ 1:01pm 
@Protoman.EXE - Correct. Chin is their ability to take a hit without getting knocked down.

The setting multiplies the force required to knock them down by the percent listed. So 50% means half the force is required to knock them down (very easy to do) and 200% requires twice the force (very hard to do).
Protoman.EXE Nov 13, 2017 @ 8:37pm 
I'm not sure what the chin slider does. Does it make it less likely to knockdown an opponent if I bump it up?
EZ WIN Nov 6, 2017 @ 6:54pm 
Please allow modding. There is so much I personally want to add.
fyiandev  [developer] Nov 6, 2017 @ 12:13pm 
@HELMETCOLLECTORrRrRrRrR - This is something I'd really like to try to do. I've made some changes behind-the-scenes recently to make it more of a possibility, but no promises. :steamhappy:
FFFFFFFF Nov 6, 2017 @ 12:06pm 
Is there any plan to enable workshop mods so that the community can create opponents? That would be sick.
fyiandev  [developer] Nov 2, 2017 @ 10:27pm 
@Noxious Toxin - Glad you're enjoying it! The point of the punch force adjustment is to account for differences in players and hardware so the "right" setting is going to be different for every player. If you want to set it manually, you can get a good starting value by turning on auto-adjustment and playing a round. When you turn the auto-adjustment off, the multiplier setting will default to the last adjustment the auto adjuster had set you to. Start from there and adjust downward to if you feel your punches are too hard.
Noxious Toxin Nov 2, 2017 @ 1:09pm 
First of all wanted to say such a brilliant game especially considering there is only person behind it. I have had many hours of fun with the game and I get more tired playing this than actually going gym!

In terms of the game play I really enjoy it but it feels as if sometimes the automatic adjustment makes it too hard to hurt an opponent but when I use the custom punch modifier even at 1x I can get first round kos too easily. Should the custom punch force multipler be at 0.1 or 1x for a more realistic game?
hiandthemoon Oct 30, 2017 @ 7:49pm 
Love the update! I have noticed one issue, I have a flying glove! My right hand will sometimes go out about 10 feet when I swing.
Kjaye Oct 30, 2017 @ 7:26am 
Bought a week ago and I love it! I also got BoxVR and trained with that every night for a week to get me fit enough for this. Fought my first 'proper' 6 rounder yesterday and felt much fitter! . I fought the sparring guy over 6 rounds yesterday and trying to play thoughtfully could see he was vulnurable to his body every time struck out my left jab so worked in a few right body shots. I noticed going to his body caused him to drop his guard leaving the right side of his face exposed so I kept working that eye, which closed completely by the third round. Not sure if I imiagned it but he seemed to be slowing down by the fourth, his punches really easy to move away from and after a left body shot I knocked him cold with a follow up right hook. Amazing experience and felt so real compared to gamess where you know you have to knock them down 3 times exactly and they get stronger after each knockdown etc, by contrast this seemed like a real simulation. Easily the best £6 I've ever spent!
fyiandev  [developer] Oct 30, 2017 @ 5:51am 
Thanks for the feedback, everyone!

@spudsucker - I plan to add some more post-bout stats. Probably not as much as you're requesting, but at least more then exists currently. Thanks for the other suggestions - I'll keep those in mind.

In the short term, I plan to activate that dummy you can see in the lobby. In the longer term, I may add in some sort of practice mode you can turn on that shows where you land hits and gives some indication of how hard they were.