GAME DETAIL
Bonk-A-Donk
In a world, where fighting games require 15 years of practice to memorize the combos, inputs, and characters, don't you wish you could just... Bonk them? That's where Bonk-A-Donk comes in! A 2D platformer fighter turned bumper-cars, there is no need to memorize tech! Just hit them!
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Steamの詳しい説明を読む
A 2D platformer fighter turned bumper-cars, there is no need to memorize tech! Just hit them!
I didnt like how input-complex games like SSBU, or for better examples, Street fighter or guilty gear get. their controls are fundamnetally non-intuitive to the average joe, which creates the ever present phenomena of button mashing to win in a party setting.
I thought, whats a simple character controller method that would be intuitive to pick up quickly, but has a very high skill ceiling? Pure movement.
hence, the idea for this game was born, several years ago.
that is to say, with 8 maps and 7 unique and selectable abilities upon playtesters release, Bonk-a-donk was born!
This game is meant to be super smash brothers, but WAY less complex controls. I eventually have plans for many updates, but for now, this is the bare essentials!
4 players max in a match, with local play and rollback-based multiplayer over LAN or steam servers. You can change your sprites color or add a hat out of 21 options for your lil guy. There are different types of surfaces, ones that are bouncy like you are, ones that are sticky (heh), and regular ol' platforms.
Along with 4 ability slots to mix and match the abilities however you want, you can customize your input binds however you'd like. this will be updated in the future.
Join the discord and find people to play with, or just play with friends locally or using steam lobby codes.
The creation of this game was supposed to just be a tertiary hobby for a year during 3rd year engineering university. then it turned into my entire free time. then i payed 100$ to get it on steam, then im creating official steam page art (with the help of TreeGuy, hes a cool guy), and now I have a Game. a real Game. holy crap.
I tried creating this game in unity years ago, but failed due to the dream of rollback netcode. then, in october of 2024, i tried making it in godot. got a good concept build done, and google searched "godot rollback netcode" to figure out if there were any tools. my intuition was correct, I found "Godot Rollback Netcode" by David Snopek. great guy, never chatted with him, but i owe the momentum that lead me here to him. I genuinely almost cried when i learned of its existence, literally.
Thank you to everyone in the godot and pirate software communities for all the help I have recieved along this game development journey. most notably, but not in order:
Sleepymushroom609 - Gave amazing help
Blackshift - Gave amazing help
sol-vin - Gave amazing help
booch - Gave amazing help
Jamepley Dev - Gave amazing help (Also go check out his game Gravity Storm)
David Snopek - creator of the Godot Rollback Netcode Addon & SGPhysics, heavily used in this game
Bearlikelion - Helped me figure out the initial & continual steam networking & steam store issues. Check out his game Surfs Up on steam, cool game right there.
Enjoy the game i made for fun to be fun!
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 未集計 | 最終観測:未集計 |
| 7日フォロワー増加 | 2件以上で集計 | 未集計・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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