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Final Call - Bar Fight Simulator

kornflakes.one_more_round

"Final Call" is a hilarious first person physics based bar fight simulator.

Voir l’analyse complète Joueurs · rétention · sessions · mises à jour · succès

À propos

Made within 3 weeks for the S&box Game Jam III !

"Final Call" is a hilarious first person physics based bar fight simulator.

You're the lone sheriff in town, it's the last call for drinks at the bar and everybody is determined to stand between you and a cold bottle of hooch.

Step into the shoes of the sheriff and hurl tables, chairs, bodies and punch your way through to the bar to get "one more round."

You'll slowly find out theres more to this saloon than meets the eye.

Features

  • Physics based fighting where you can pick up and throw anything and everyone!!!
  • Punch, kick, block and dash
  • Completely custom sound effects from the PSX era
  • Sweet Doom inspired HUD and sprites.
  • Fully voice acted characters
  • A rage mode that lets you tear enemies apart
  • A tutorial, three levels and a fully playable boss fight (I managed to get it out!!)


Controls

Left/right click to Punch.
V to Block.
E to grab -> Hold left click to Throw.
Spacebar to Dash.
F to Kick

Credits

Game Design, Gameplay, Programming, Level Design: Jasper
Gameplay & Level Design: Ethan H.
Gameplay and UI Design + Sprites: Ethan B.
Sound Design: Deanerdaweiner
Key Art: Goodman29

Voice Acting

Ethan H. - Sheriff, Enemies
Kazuki, Jasper - Bartender, Boss

Thank you to everyone who supported me and stayed up late helping get this into a playable state. I love you all <3

Historique des joueurs de Final Call - Bar Fight Simulator

Plage de 24 h · moyennes horaires

Mises à jour

3 mises à jour
Version 0.3 SHERIFFS FINAL CALL New final boss fight in the church - she climbs walls, throws, lunges and leaps 16 modifications

Added

  • New final boss fight in the church - she climbs walls, throws, lunges and leaps
  • The pianist fights alongside you with fish
  • Credits on the main menu after you finish
  • Bell and slow motion when the last enemy goes down
  • Crotch shots make enemies double over before they drop
  • Enemies now play a knockout bird sound
  • Thump noise for when enemies get fully knocked out
  • Many many more QOL changes.

Improved

  • Thrown props and weapons hit enemies more reliably better collision
  • Weapons you can pick up have a clearer colour fill
  • E prompt now displays above the bar so its easier to order
  • The last two enemies are highlighted through walls in red
  • Objects now always travel to your where u are aiming (might still be some issues)

Fixed

  • Knocked-down enemies get up where they fell instead of jumping somewhere else (still
  • Level 2 stairs collider

Removed

  • Removed doorway to soup room in level 2 due to feedback
Version 0.3 Big Update 2 NEW 22 modifications

Added

  • NEW
  • White flash around the screen edges when you dash.
  • Screen edges darken when stamina runs low.
  • The last 1–2 enemies get a faint outline you can see through walls.
  • Level names on the title card: Angry Drunk, Soup Night, Gun Show.
  • Tutorial: after 3 enemies are down, a "Hold Left/Right Click to Heavy Punch" prompt stays up until you do one.
  • The rage intro line now reads "Rage Heals you to Full Health",

Improved

  • Dash goes further, and costs a little more stamina than before this session.
  • Punching, heavy punches, kicking and blocking all cost about a fifth less stamina.
  • Knocked-down enemies get up 1.5 seconds sooner.
  • Level 1: your first hit fills the rage bottle, then it builds normally.
  • Guns have a blue tint instead of an outline.
  • Bigger "Enemies Left" counter and belt percentages, and the percentages sit centred in their slots.
  • Louder music and bartender voice.
  • The slow motion at the start of the tutorial is gone.

Fixed

  • Moths disappearing while you move around lighting
  • Enemies getting stuck in stairs.
  • Enemies punching you from below or above.
  • The rage message showing on top of the level title card.
  • The rage bottle showing as full and open at the start of level 1.
  • In level 1, rage filling almost straight away after the first bottle.
  • The bartender's voice coming from the bar counter instead of her.
Version 0.2 Big Patch COMBAT 26 modifications

Added

  • COMBAT
  • Guns now instantly kill.
  • The shotgun now gibs.
  • Downed enemies can no longer hit you
  • Rage now makes you invulnerable.
  • Kicking costs half a stamina bar.
  • AUDIO
  • The revolver now has custom gunshot sounds.
  • Gunfire now comes from you and follows you instead of playing from wherever the gun was picked up.
  • Level 1 plays “Peacherine Rag.”
  • Patrons taunt about twice as often.
  • TUTORIAL AND PROMPTS
  • The punch prompt now appears with the slow motion rather than a couple of seconds after it.
  • The slow motion kicks in twice as fast.
  • Level 2 teaches the kick at the top of the stairs.
  • Key names in prompts are spaced properly.
  • Round numerals no longer split onto two lines.
  • The bar stops flashing once the tutorial's opening pan is over.
  • LEVELS
  • Fixed enemies spawning embedded in the floor in level 2.
  • Added a ton more detailing to each level with plenty more props to throw around.
  • Added kill boundaries to levels 1 to 3, so a fighter who ends up out of bounds can't stop the round from finishing.
  • Tidied up the internals of every level.
  • Balanced each level slightly and adjusted enemy count
  • CONTROLS
  • Block and Dash can now be rebound in the settings menu. Kick is no longer hidden under "Shove".

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