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Regenerating Health is healing through being idle. The Heal skill requires you to kill 99 enemies. That\'s closer to Heal Thyself or maybe Life Drain.


* RegeneratingHealth: With the Heal skill active, the protagonist regenerates one HP every 99 kills.

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* CallingYourAttacks: Your character doesn't talk much, but the OldMaster voice announces your special abilities when they trigger. "[[GroundPunch Deep Impact!]]" "[[KillItWithIce Freezing Point!]]"



* CriticalStatusBuff: When you're left with [[OneHitPointWonder just one HP]] in a regular mob round, there's a chance that the game grants you the Golden Sword that, unlike regular swords, is not discarded after a few hits but can be wielded until the end of the round (or, more likely, until your hasty demise).

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* CriticalStatusBuff: When you're left with [[OneHitPointWonder just one HP]] in a regular mob round, there's a good chance that time will stop, your enemies back off, the game grants you the music [[PowerUpMotif changes to a more epic track]], and an indestructible Golden Sword that, unlike is delivered from the heavens and into your character's hands. Unlike regular swords, is not discarded it won't be dropped after a few kills. You've got ''one last chance'' for a HeroicSecondWind. Make it count.[[labelnote:Exceptions]]The Heal and Deflect Grey/Color skills can let you take more hits but can be wielded until without losing the end of the round (or, more likely, until your hasty demise).Golden Sword.[[/labelnote]]



* HeroesFightBarehanded: While the enemies will often charge you with weapons, you will dispatch most of them with punches and kicks.

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* HeroesFightBarehanded: While the enemies will often charge you with weapons, you will dispatch most of them with punches and kicks. The Unarmed Master skill takes this further by temporarily giving your fists the longer range of a weapon.



* InterfaceScrew: Blind Survival removes the hints that show you your range and the enemy fighters' key presses.
* JokeWeapon: The swords may be rarely be replaced with [[FishSlap a fish]] and the maces might take the form of grinning spiked stars. They're just as deadly as their less-humorous counterparts though.

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* InterfaceScrew: All over the place:
**
Blind Survival removes the hints that show you your range and the enemy fighters' key presses.
** Retro Film rounds color everything sepia like an old movie.
** Thunderstorm Rounds are worse. Not only is everything dark and monochrome, but incoming thrown weapons are much harder to see.
** When any Light Sword or Nunchaku Round is halfway complete, a giant pillar of fire and explosions appear behind your character.
** In the [[spoiler: ''No Luca No'' mode, a cat will keep trying to block half your screen.]]
* JokeWeapon: The Rarely, the swords may be rarely be replaced with [[FishSlap a fish]] and fish]], the maces might take the form of grinning spiked stars.stars, and spears can be brooms. They're just as deadly as their less-humorous counterparts though.



* MercyInvincibility: When you take damage, time freezes for about a second.



* OldMaster: The narrator especially functions as one, at least as far as his exaggerated Asian accent is concerned. Subverted in that outside of announcing when your skills activate during gameplay and your level ranking, he doesn't comment how well or badly you're doing and mostly serves as a voiced tutorial.

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* OldMaster: The narrator especially functions as one, at least as far as his exaggerated Asian accent is concerned. Subverted in that outside of announcing when your skills activate during gameplay and your level ranking, he doesn't really comment how well or badly you're doing on your performance and mostly serves as a voiced tutorial.tutorial.
-->'''Old Master:''' Your enemy is strong. Slow down, and focus!
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''One Finger Death Punch'' is a deceptively simple {{Stick Figure|Animation}} RhythmGame styled after East Asian {{Martial Arts Movie}}s in the vein of Creator/BruceLee and ''WebAnimation/XiaoXiao''. You play as a lone martial arts hero fighting off scores of enemies charging him from all sides. The controls boil down to pressing the left and right mouse buttons (not just one of them, as the title would suggest) whenever an enemy comes within striking range left or right, respectively. If that sounds boring, wait until special enemy types and weapons come into play, to speak nothing of special stages...

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''One Finger Death Punch'' is a deceptively simple {{Stick Figure|Animation}} RhythmGame styled after East Asian {{Martial Arts Movie}}s in the vein of Creator/BruceLee and ''WebAnimation/XiaoXiao''. You play as a lone martial arts hero fighting off scores of enemies charging him from all sides. The controls boil down to pressing the left and right mouse mouse/controller buttons (not just one of them, as the title would suggest) whenever an enemy comes within striking range left or right, respectively. If that sounds boring, wait until special enemy types and weapons come into play, to speak nothing of special stages...
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* WhiteSheep: Of its developer, Silver Dollar Games. Silver Dollar is infamous for pumping the XBLA library with shoddy, barely functional shovelware, but reception of this game has been very positive, many reviewers expressing their shock and wonder at how Silver Dollar of all people made it.
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* NoPlotNoProblem: The game's plot can be fully summarized as "A BruceLeeClone beats everyone up".

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* SkillScoresAndPerks: Completing certain stages unlocks passive skills that give you bonuses (except in certain stage types). You can only have three skills active at any time but can swap them out freely between levels.

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* SkillScoresAndPerks: Completing certain stages unlocks passive skills that give you bonuses (except in certain stage types). types).
* SkillSlotSystem:
You can only have three skills active at any time but can swap them out freely between levels.levels. Beating the single-player on higher difficulties grants you one additional skill slot, up to a total of five.
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The game was featured by Creator/TheCynicalBrit and ''WebVideo/ExtraCredits''.

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The game was featured by Creator/TheCynicalBrit and ''WebVideo/ExtraCredits''. Most likely unrelated to the band Music/FiveFingerDeathPunch.
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* UnexpectedGameplayChange: One of the unlockable survival modes features [[spoiler: Luca the cat from one of Silver Dollar Games' Xbox Indie games called No Luca No, who you need to keep from blocking the screen by pushing it away with the cursor while playing the game normally at the same time.]]

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* UnexpectedGameplayChange: One of the unlockable survival modes features [[spoiler: Luca [[spoiler:Luca the cat from one of Silver Dollar Games' Xbox Indie games called No game ''No Luca No, who No'', whom you need to keep from blocking the screen by pushing it away with the cursor while playing the game normally at the same time.]]time]].
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* UnexpectedGameplayChange: One of the unlockable survival modes features [[spoiler: the cat from one of Silver Dollar Games' Xbox Indie games called No Luca No, which you need to keep from blocking the screen with his paw by pushing it away with the cursor while playing the game normally at the same time.]]

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* UnexpectedGameplayChange: One of the unlockable survival modes features [[spoiler: Luca the cat from one of Silver Dollar Games' Xbox Indie games called No Luca No, which who you need to keep from blocking the screen with his paw by pushing it away with the cursor while playing the game normally at the same time.]]
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* TimedMission: In Timed Rounds, you need to beat all enemies within a time limit, but in return you have infinite HP. Getting hit will still net you both a time penalty and slow you down, and towards the end of the game, it's extremely easy to fail one of these levels if you get hit even once.

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* TimedMission: In Timed Rounds, you need to beat all enemies within a time limit, but in return you have infinite HP.HP and the enemies are massively slowed down whenever you're not moving. Getting hit will still net you both a time penalty and slow you down, and towards the end of the game, it's extremely easy to fail one of these levels if you get hit even once.
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** That said, the levels themselves are not inherently random - if you follow the same sequence of actions, they will spawn the same sequence of enemies. the problem is that random effects can change your sequence - you might randomly enter Rage mode, for example. More subtly, while the same enemies will be armed every time, the weapon itself is random (which matters with thrown weapons), and it drops in a random location when the enemy is killed, which may be or not be in reach.
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* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist, or at least as brutal as it can be with stick figures that're OverdrawnAtTheBloodBank: the variations involve breaking the enemy's neck or ribs with an [[XRayVision x-ray view of the damage]], punching out their heart through their back, punching out one of their eyes, slicing off a part of their head, impaling them on an upright spear or crushing their head with a mace.

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* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist, or at least as brutal as it can be with stick figures that're OverdrawnAtTheBloodBank: the variations involve breaking the enemy's neck or ribs with an [[XRayVision x-ray view of the damage]], punching out their heart through their back, punching out one of their eyes, slicing off a part of their head, impaling them on an upright spear or crushing their head with a mace. Another variant is a quick button-mashing prompt. Yet another is throwing your weapon only to impale the enemy on it, which actually lets you reuse the same weapon again.

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* GrievousHarmWithABody: Rarely, you can use one of your enemies as a thrown weapon.



* InterfaceScrew: Blind Survival removes the hints that show you your range and the enemy fighters' key presses.



* ThrowingYourSwordAlwaysWorks: When you're wielding a weapon and grab another one or use the respective skill, you can throw them at your enemies, possibly landing multiple kills: swords take out everyone in a line, spears boomerang back before flying offscreen and maces bounce around uncontrollably, killing enemies at random.

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* ThrowingYourSwordAlwaysWorks: When Grabbing some thrown weapons, picking up a weapon you're already wielding a weapon and grab another one or use having the respective skill, eponymous skill lets you can throw them at your enemies, possibly landing multiple kills: swords a weapon. Swords take out everyone in a line, spears boomerang back before flying offscreen rebound off the first two targets and impale the third and maces bounce around uncontrollably, killing enemies at random.
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* OldMaster: The narrator especially functions as one, at least as far as his exaggerated Asian accent is concerned. Subverted in that outside of announcing when your skills activate during gameplay and your level ranking, he doesn't comment how well or badly you're doing and mostly serves as a voiced tutorial.

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* ButtonMashing: The game explicitly makes it a point that trying to do this will get you killed even on the earliest levels: pressing either attack button when you have no valid target to hit or weapon to grab will cause you to miss, both impacting your score negatively and leaving you open for enemy attacks. That being said, towards the end of the game when you're up against multiple enemies that take several hits to kill, you still need to mash the respective attack button sufficiently quickly before the enemies reach you.



* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist, or at least as brutal as it can be with stick figures that're OverdrawnAtTheBloodBank: the variations involve breaking the enemy's neck or ribs with an [[XRayVision x-ray view of the damage]], punching out their heart through their back, punching out one of their eyes, slicing off a part of their head or impaling them on an upright spear.

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* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist, or at least as brutal as it can be with stick figures that're OverdrawnAtTheBloodBank: the variations involve breaking the enemy's neck or ribs with an [[XRayVision x-ray view of the damage]], punching out their heart through their back, punching out one of their eyes, slicing off a part of their head or head, impaling them on an upright spear.spear or crushing their head with a mace.



* JokeWeapon: The swords may be rarely be replaced with [[FishSlap a fish]] and the maces might take the form of grinning spiked stars. They're just as deadly as their less-humorous counterparts though.
* KungShui: Parodied, enemies break background objects whenever you hit them near one and new ones are lowered onto the level on a regular basis just so that you have more things break, including market stalls and entire houses.



* TimedMission: In Timed Rounds, you need to beat all enemies within a time limit.

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* TimedMission: In Timed Rounds, you need to beat all enemies within a time limit.limit, but in return you have infinite HP. Getting hit will still net you both a time penalty and slow you down, and towards the end of the game, it's extremely easy to fail one of these levels if you get hit even once.
* UnexpectedGameplayChange: One of the unlockable survival modes features [[spoiler: the cat from one of Silver Dollar Games' Xbox Indie games called No Luca No, which you need to keep from blocking the screen with his paw by pushing it away with the cursor while playing the game normally at the same time.]]
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* GroundPound: One of the unlockable skills, it allows you to kill every enemy on the screen. However, since it's hard to notice when it's available and it replaces your next normal attack, it's difficulty to use it optimally.

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* GroundPound: One of the unlockable skills, it skills allows you to kill every enemy on the screen. However, since it's hard to notice when it's available and it replaces your next normal attack, it's difficulty difficult to use it optimally.efficiently.
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X Ray Move has a description and a picture in the search, why has it been deleted?


* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist, or at least as brutal as it can be with stick figures that're OverdrawnAtTheBloodBank: the variations involve breaking the enemy's neck or ribs with an XRayMove, punching out their heart through their back, punching out one of their eyes, slicing off a part of their head or impaling them on an upright spear.

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* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist, or at least as brutal as it can be with stick figures that're OverdrawnAtTheBloodBank: the variations involve breaking the enemy's neck or ribs with an XRayMove, [[XRayVision x-ray view of the damage]], punching out their heart through their back, punching out one of their eyes, slicing off a part of their head or impaling them on an upright spear.

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* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist.
* CriticalStatusBuff: When you're left with [[OneHitPointWonder just one HP]] in a regular mob round, the game grants you the Golden Sword that, unlike regular swords, is not discarded after a few seconds but can be wielded until the end of the round (or, more likely, until your hasty demise).

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* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist.
protagonist, or at least as brutal as it can be with stick figures that're OverdrawnAtTheBloodBank: the variations involve breaking the enemy's neck or ribs with an XRayMove, punching out their heart through their back, punching out one of their eyes, slicing off a part of their head or impaling them on an upright spear.
* CriticalStatusBuff: When you're left with [[OneHitPointWonder just one HP]] in a regular mob round, there's a chance that the game grants you the Golden Sword that, unlike regular swords, is not discarded after a few seconds hits but can be wielded until the end of the round (or, more likely, until your hasty demise).



* GroundPound: One of the unlockable skills, it allows you to kill every enemy on the screen. However, since it's hard to notice when it's available and it replaces your next normal attack, it's difficulty to use it optimally.



* LaserBlade: The protagonist wields one in the Lightsword Rounds--though [[SuspiciouslySpecificDenial the game emphatically denies]] [[LawyerFriendlyCameo that it's a]] [[Franchise/StarWars lightsaber]].

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* HyperDestructiveBouncingBall: The fittingly-named Ball of Death. You can keep bouncing it off enemies, killing them in a single hit, but it's easy to either miss a bounce or get hit by another enemy from behind.
* LaserBlade: The protagonist wields one in the Lightsword Rounds--though [[SuspiciouslySpecificDenial the game emphatically denies]] [[LawyerFriendlyCameo that it's a]] [[Franchise/StarWars lightsaber]]. There's also [[FightingWithChucks beam nunchaku]], of all things.
* LuckBasedMission: Due to the innate randomness of the various special attacks that can give you a much-needed single attack with extra range or let you annihilate every enemy on the screen, some of the harder levels suffer from this if the game's not feeling generous. There's also the fact that thrown weapons can stay active when you're fighting a brawler and if you're unlucky, suddenly kill off the said brawler with no warning, causing you to miss your attack and possibly get hit.


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* ThrowingYourSwordAlwaysWorks: When you're wielding a weapon and grab another one or use the respective skill, you can throw them at your enemies, possibly landing multiple kills: swords take out everyone in a line, spears boomerang back before flying offscreen and maces bounce around uncontrollably, killing enemies at random.
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* PowersAsPrograms: You only have a limited number of slots to place the skills you unlock in, but can change the current skill combination at any time between rounds. Additional skill slots can be unlocked by beating the game's campaign mode.

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* PowersAsPrograms: You only have a limited number of slots to place "install" the skills you unlock in, unlocked, but you can change the current your active skill combination composition at any time between rounds. Additional skill slots can be unlocked by beating the game's campaign mode.
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* PowersAsPrograms: You only have a limited number of slots to place the skills you unlock in, but can change the current skill combination at any time between rounds. Additional skill slots can be unlocked by beating the game's campaign mode.
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* SimpleYetAwesome: The FightingGame.
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* CriticalStatusBuff: When you're left with [[OneHitPointWonder just one HP]] in a normal mob round, the game grants you the Golden Sword--a special sword that can be wielded until the end of the match (or, more likely, your hasty demise).

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* CriticalStatusBuff: When you're left with [[OneHitPointWonder just one HP]] in a normal regular mob round, the game grants you the Golden Sword--a special sword that Sword that, unlike regular swords, is not discarded after a few seconds but can be wielded until the end of the match round (or, more likely, until your hasty demise).
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* CriticalStatusBuff: When you're left with [[OneHitPointWonder just one HP]] in a normal mob round, the game grants you the Golden Sword--a special sword that can be wielded until the end of the match (or, more likely, your hasty demise).


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* HealThyself: The Heal skill restores one hit point for every 99 enemies you kill.
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** DualBoss: Several boss rounds late in the campaign ([[spoiler:including the very last round of it]]) pit you against two boss-type enemies at once.
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* DifficultyByAcceleration: The game gradually picks up speed towards the end of the each stage and performing particularly well makes it carry some of that additional speed to the next levels. Furthermore, higher difficulty modes automatically set the game speed higher.

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* BattleInTheRain: The Thunderstorm Stages take place during a storm--so you cannot easily see the type of enemies coming at you.

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* BattleInTheRain: The Thunderstorm Stages Rounds take place during a storm--so you cannot easily see the type of enemies coming at you.you.
* BossBattle: The Boss Rounds feature just one enemy, the boss, who alternates between several colored mook patterns as you deplete his health.
** FinalBoss: At the end of every Lightsword and Nunchaku Round, you always have to fight a Brawler with a particularly long, fast, and tricky sequence of hits.
** MiniBoss: The Brawlers require a specific (often randomized) sequence of timed hits to defeat.



* FailureIsTheOnlyOption: In the Survival Mode, the enemies keep coming infinitely, so the only challenge is how many of them you'll outlast.

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* CoupDeGraceCutscene: Sometimes the game will enter ultra slo-mo to show off a particularly brutal demise of a random enemy at the hands of the protagonist.
* DeliberatelyMonochrome: The Classic Film Rounds are this--preventing you from seeing the color of the charging enemies (like the Thunderstorm Rounds).
* FailureIsTheOnlyOption: In the Survival Mode, Rounds/Mode, the enemies keep coming infinitely, so the only challenge is how many of them you'll outlast.outlast.
* FoeTossingCharge: Occasionally, the protagonist enters the Rage Mode, which basically lets him charge through every enemy on and off screen in both directions.



* GameplayGrading: At the end of every level, you may be given a medal, based on how many times you missed.
* HeavilyArmoredMook: The green enemies take two hits before they go down.

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* GameplayGrading: At the end of every level, you may be given a medal, based on how many times you missed.
missed (Platinum for no misses, Gold for 1-3, Siver for 4-6, and Bronze for 7-9). Also, if you haven't lost any health, you get a Perfect Round distinction.
* HeavilyArmoredMook: The green colored enemies take two hits more than one hit before going down--but unlike Brawlers, their required hit patterns are always the same (per color). This is especially true of colored mooks who only attack from one side, since they go down.block incoming punches rather than evade them.



* HitPoints: You can be hit ten times before having to restart the level. Depending on the type of the level, your HP can be reduced.
* MiniBoss: The Brawlers require a specific sequence of timed hits to defeat.

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* HitPoints: You By default, you can be hit ten times before having to restart the level. Depending on the type of the level, your HP can be reduced.
* MiniBoss: LaserBlade: The Brawlers require a specific sequence of timed hits to defeat.protagonist wields one in the Lightsword Rounds--though [[SuspiciouslySpecificDenial the game emphatically denies]] [[LawyerFriendlyCameo that it's a]] [[Franchise/StarWars lightsaber]].



* OneHitPointWonder: Some levels start you off with a single life point, meaning that you cannot miss any hits at all.

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* OneHitPointWonder: Some levels Defender, Dagger, Bomb and some Mob Rounds start you off with a single life point, meaning that you cannot miss any hits at all.



* RegeneratingHealth: With the Heal skill active, the protagonist regenerates one HP every 99 kills.



* TimedMission: In some missions, you need to beat all enemies within a time limit.
* ZergRush: The standard tactic of the regular one-hit enemies.

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* TimedMission: In some missions, Timed Rounds, you need to beat all enemies within a time limit.
* ZergRush: The standard tactic of the regular one-hit enemies. Also the standard tactic of ''all'' enemies (except the [[FinalBoss last one]]) in Lightsword and Nunchaku Rounds.

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* HitPoints: You can be hit ten times before having to restart the level.

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* HitPoints: You can be hit ten times before having to restart the level. Depending on the type of the level, your HP can be reduced.



* OneHitPointWonder: Some levels start you off with a single life point, meaning that you cannot miss any hits at all.



* SkillScoresAndPerks: Completing certain stages unlocks passive skills that give you bonuses (except in certain stages). You can only have three skills active at any time but can swap them out freely between levels.
* TimedMission: In some missions, you need to beat all enemies within time limit.

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* SkillScoresAndPerks: Completing certain stages unlocks passive skills that give you bonuses (except in certain stages).stage types). You can only have three skills active at any time but can swap them out freely between levels.
* TimedMission: In some missions, you need to beat all enemies within a time limit.
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Not random, after all.


* RandomlyGeneratedLevels: While the levels themselves are always identical horizontal planes, their features, like objects and, most importantly, enemies are randomized.

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* BattleInTheRain: The Thunderstorm Stages take place during a storm--so you cannot easily see the type of enemies coming at you.



* GameplayGrading: At the end of every levels, you may be given a medal, based on how many times you missed.

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* GameplayGrading: At the end of every levels, level, you may be given a medal, based on how many times you missed.


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* RubberBandAI: The less hits you miss and take, the faster the enemies become--and vice versa, though the speed never drops below the default and later stages increase it automatically.
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''One Finger Death Punch'' is a deceptively simple {{Stick Figure|Animation}} RhythmGame styled after East Asian {{Martial Arts Movie}}s in the vein of Creator/BruceLee and ''WebAnimation/XiaoXiao''. You play as a lone martial arts hero fighting off scores of enemies charging him from all sides. The controls boil down to pressing the left and right mouse buttons (not just one of them, as the title would suggest) whenever an enemy comes within striking range left or right, respectively. If that sounds boring, wait until special enemy types and weapons come into play, to speak nothing of special stages...

[[NoPlotNoProblem There is no story to speak of.]]

The game was featured by Creator/TheCynicalBrit and ''WebVideo/ExtraCredits''.
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!!Tropes found in the game:

* BruceLeeClone: The protagonist.
* FailureIsTheOnlyOption: In the Survival Mode, the enemies keep coming infinitely, so the only challenge is how many of them you'll outlast.
* FunnyBruceLeeNoises: Both the hero and the enemies make them all the time.
* GameplayGrading: At the end of every levels, you may be given a medal, based on how many times you missed.
* HeavilyArmoredMook: The green enemies take two hits before they go down.
* HeroesFightBarehanded: While the enemies will often charge you with weapons, you will dispatch most of them with punches and kicks.
* HitPoints: You can be hit ten times before having to restart the level.
* MiniBoss: The Brawlers require a specific sequence of timed hits to defeat.
* MookChivalry: When you're fighting a Brawler, no other enemy will attack you. They don't have trouble attacking you from both sides at exactly the same time, however.
* PowerUp: You can pick up weapons left behind by enemies and wield them for a few seconds to extend your reach. Ranged weapons guarantee one-shot kills but bring less points.
* RandomlyGeneratedLevels: While the levels themselves are always identical horizontal planes, their features, like objects and, most importantly, enemies are randomized.
* SkillScoresAndPerks: Completing certain stages unlocks passive skills that give you bonuses (except in certain stages). You can only have three skills active at any time but can swap them out freely between levels.
* TimedMission: In some missions, you need to beat all enemies within time limit.
* ZergRush: The standard tactic of the regular one-hit enemies.
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