Punball · systems design
A belt-scrolling brawler with an AI or local second player, active defence, and a charged crowd-clearing attack.
§ 1
Choose LFGO, Ruby, or Denim. LFGO is balanced. Ruby deals 1.25× damage at 0.88× speed. Denim deals 0.85× damage at 1.15× speed. Another hero joins as an AI partner, or a second local player can take that hero with the numpad option. There is no network co-op.
Arrows move on the belt. A punches, S kicks, D jumps, and W guards. Use the on-screen controls for touch. Q swaps the controlled partner. E spends a full special meter.
§ 2
Guard reduces damage to one quarter, with at least one damage, and reduces knockback. A guarding hero cannot also attack, lift, or jump. Jump kicks and thrown objects break through guard. After damage, a short mercy window prevents every nearby enemy from landing a hit at once.
The enemy director limits simultaneous attackers and retains targets. Stronger stages add pressure and enemy types. The partner has its own intent source, rather than sharing the human’s keys.
§ 3
Hits add power, based on damage and capped per hit. A full 24-point meter permits the special: an eight-damage, unblockable area strike. Timing it when the crowd surrounds the team is more useful than spending it on one distant target.
§ 4
Easy, Normal, and Hard alter enemy behaviour and use score multipliers of 0.75×, 1×, and 1.5×. Easy and Hard have separate leaderboard keys. The Phaser scene drives the fight; input, body dimensions, hero stats, and tactics have separate modules. Four selectable art sets change the look. The graphics do not determine hit boxes. Each run has two continues.