Compare Fly Punch Boom! prices across 50+ stores and find the best deal. Developed by Jollypunch Games. Published by Jollypunch Games. Released on 5/28/2020. Available on PC. Genres: Action, Indie.

A couch-brawler built around the absurdity of Dragon Ball Z fights, not traditional inputs. Bring warm bodies or prepare to be disappointed by the solo grind.

I came into Fly Punch Boom! ready to dismiss it as a gimmick, and it is one, but it's a gimmick that actually works in the right room. This is a 2D aerial brawler where every character is a flying super-powered freak and the whole fight takes place in the air. You boost into your opponent, and when you collide the game shifts into a rapid clash sequence. That's where its actual system lives. The combat core is a rock-paper-scissors mechanic: you pick Hit (Y), Throw (A), or Counter (X), each one beating one of the others, and you also have to stop a filling gauge as close to the top as possible to maximize damage. Miss the window badly and you eat whatever your opponent threw. It sounds thin, and against the AI it feels a bit arbitrary, but against a human sitting next to you reading your tendencies, something closer to actual mind games starts to emerge. Characters differentiate mostly through their unique super moves rather than base moveset stats, which is a missed opportunity for build variety, but those supers are genuinely wild. Stage fatalities number over 40 and include getting eaten by a giant fish, exploding into candy, or getting launched into the moon. The destructible stages have rope boundaries that, if you knock an opponent through them hard enough and they fail the follow-up QTE, trigger an environmental kill. There's legitimate chaos potential in a four-player local session. Here's where the honesty part comes in. The single-player arcade mode is a Mortal Kombat-style ladder that gets repetitive fast. The AI will rarely fail a lifesaving input on lower difficulties and feels slightly omniscient about pickup locations. It's a warmup mode, not a real draw. The online component supports only two players, and finding a match has historically been a slog with thin player counts. The Steam Workshop addition for custom characters is a genuine lifeline here, padding out the roster and extending the life of local sessions well past what the base cast can offer. On Steam the game sits at a strong 92% positive from its user base, though that's a small sample. From a pure reaction standpoint, the QTEs that constantly shift position on screen are the biggest friction point. There's no fixed anchor for your eyes, so early sessions feel borderline unreadable. That's not a twitch reflex issue in the shooter sense, it's a visual parsing problem that settles down after a few hours. A gamepad is essentially mandatory here. This isn't a mouse-and-keyboard situation at all. Any decent modern controller handles the input windows fine. Bottom line: Fly Punch Boom! lives and dies by the number of humans in your living room. With two or more warm bodies and a controller each, it punches well above its indie budget. Solo or online-only, it runs out of road fast. Fred, Scout Team

Fly Punch Boom!
ActionIndie

Fly Punch Boom!

May 28, 2020Jollypunch Games
GamerScout Says

A couch-brawler built around the absurdity of Dragon Ball Z fights, not traditional inputs. Bring warm bodies or prepare to be disappointed by the solo grind.

PC
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About Fly Punch Boom!

I came into Fly Punch Boom! ready to dismiss it as a gimmick, and it is one, but it's a gimmick that actually works in the right room. This is a 2D aerial brawler where every character is a flying super-powered freak and the whole fight takes place in the air. You boost into your opponent, and when you collide the game shifts into a rapid clash sequence. That's where its actual system lives. The combat core is a rock-paper-scissors mechanic: you pick Hit (Y), Throw (A), or Counter (X), each one beating one of the others, and you also have to stop a filling gauge as close to the top as possible to maximize damage. Miss the window badly and you eat whatever your opponent threw. It sounds thin, and against the AI it feels a bit arbitrary, but against a human sitting next to you reading your tendencies, something closer to actual mind games starts to emerge. Characters differentiate mostly through their unique super moves rather than base moveset stats, which is a missed opportunity for build variety, but those supers are genuinely wild. Stage fatalities number over 40 and include getting eaten by a giant fish, exploding into candy, or getting launched into the moon. The destructible stages have rope boundaries that, if you knock an opponent through them hard enough and they fail the follow-up QTE, trigger an environmental kill. There's legitimate chaos potential in a four-player local session. Here's where the honesty part comes in. The single-player arcade mode is a Mortal Kombat-style ladder that gets repetitive fast. The AI will rarely fail a lifesaving input on lower difficulties and feels slightly omniscient about pickup locations. It's a warmup mode, not a real draw. The online component supports only two players, and finding a match has historically been a slog with thin player counts. The Steam Workshop addition for custom characters is a genuine lifeline here, padding out the roster and extending the life of local sessions well past what the base cast can offer. On Steam the game sits at a strong 92% positive from its user base, though that's a small sample. From a pure reaction standpoint, the QTEs that constantly shift position on screen are the biggest friction point. There's no fixed anchor for your eyes, so early sessions feel borderline unreadable. That's not a twitch reflex issue in the shooter sense, it's a visual parsing problem that settles down after a few hours. A gamepad is essentially mandatory here. This isn't a mouse-and-keyboard situation at all. Any decent modern controller handles the input windows fine. Bottom line: Fly Punch Boom! lives and dies by the number of humans in your living room. With two or more warm bodies and a controller each, it punches well above its indie budget. Solo or online-only, it runs out of road fast. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercoopachievementscontroller-supporttrading-cardsworkshopcloud-savestier:indieCouch BrawlerQTE Combat4-Player LocalStage FatalitiesWorkshop SupportRock-Paper-Scissors MechanicsAnime FighterParty Game

System Requirements

Minimum

OS
64 bit Windows 7 and up
Memory
2 GB RAM
Storage
600 MB available space
Graphics
Graphics card with 2GB VRAM

Recommended

Network
Broadband Internet connection
Processor
Over 9000 or equivalent

Reviews & Ratings

No ratings available

Game Info

Developer
Jollypunch Games
Publisher
Jollypunch Games
Release Date
May 28, 2020

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