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Spelling/grammar fix(es): bad wick. Again. Trying to wick to YMMV in a main work page was kind of a dumb decision anyway, so I'm just leaving it off.


* 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. End-of-stage tips explain these are meant to give the player a moment to breathe; {{YMMV}} on whether it does or just breaks your flow.

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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. End-of-stage tips explain these are meant to give the player a moment to breathe; {{YMMV}} on whether it does or just breaks your flow.breathe.
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Spelling/grammar fix(es): bad wick.


* 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. End-of-stage tips explain these are meant to give the player a moment to breathe; YourMileageMayVary on whether it does or just breaks your flow.

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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. End-of-stage tips explain these are meant to give the player a moment to breathe; YourMileageMayVary {{YMMV}} on whether it does or just breaks your flow.
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General clarification on works content: it feels right to mention there's a tip relating to them, but since this is the work page I'm also making sure that this example is value-neutral on the subject.


* 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. This can actually be annoying, since it can throw off your rhythm.

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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. This can actually be annoying, since End-of-stage tips explain these are meant to give the player a moment to breathe; YourMileageMayVary on whether it can throw off does or just breaks your rhythm.flow.
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* FunnyBruceLeeNoises: Both the hero and the enemies make them all the time. For that matter, some players can't resist the urge either--{{LetsPlay/Markiplier}}, for instance, admitted to editing out large parts of his third Let's Play video because his entire commentary during the cut parts was pretty much him going ''"HWAH! HEY! HOO! HAH!"''

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* FunnyBruceLeeNoises: Both the hero and the enemies make them all the time. For that matter, some players can't resist the urge either--{{LetsPlay/Markiplier}}, either -- WebVideo/{{Markiplier}}, for instance, admitted to editing out large parts of his third Let's Play video because his entire commentary during the cut parts was pretty much him going ''"HWAH! HEY! HOO! HAH!"''
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* OneHitPointWonder: Defender, Dagger, Bomb and some Mob Rounds start you off with a single life point, meaning that you cannot miss any hits at all. On the other hand, you have the Grey Out skill, which lets you turn every enemy on-screen (and every enemy thereafter for the next ten seconds) into one-hit-point Greys.

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* OneHitPointWonder: Defender, Dagger, Bomb and some Mob Rounds start you off with a single life point, meaning that you cannot miss any hits at all. On the other hand, you have Also inverted with the Grey Out skill, which lets you turn every enemy on-screen (and every enemy thereafter for the next ten seconds) into one-hit-point Greys.
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* 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, entire houses, and the inevitable FruitCart.

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* KungShui: Parodied, enemies break background objects whenever you hit them near one one, and new ones are lowered onto the level on a regular basis just so that you have more things to break, including market stalls, entire houses, and the inevitable FruitCart.
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** The sequel has a few of these as well. The Horrorshow Rounds are similar to the Smash Rounds from the first game, except you have to knock the enemies into death traps rather than objects. This is a bit easier since the death traps will give you credit if they hit already dead enemies. The Deadly Target Rounds are especially bad about this. You have to hit enemies with throwing weapons or projectiles, but only ''certain'' enemies. And most of the time you won't have a projectile when they show up.

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** The sequel has a few of these as well. The Horrorshow Rounds are similar to the Smash Rounds from the first game, except you have to knock the enemies into death traps rather than breakable objects. This is a bit easier since the death traps will give you credit if they hit already dead enemies. The Deadly Target Rounds are especially bad about this. You have to hit enemies with throwing weapons or projectiles, but only ''certain'' enemies. And most of the time you won't have a projectile when they show up.

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Removed: 168

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Fighting With Chucks is no longer a trope


* FightingWithChucks: The Nunchaku Rounds. Since nunchucks can only be effectively be used at high speeds, these levels are crazy-fast, even more so than normal levels!



* 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.

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* 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]], nunchaku, of all things.
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Up To Eleven is a defunct trope


** The sequel takes this UpToEleven, with ridiculous things such as [[EyeBeams lasers from your eyes]] and [[ShockAndAwe electricity from your hands]].

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** The sequel takes this UpToEleven, with has ridiculous things such as [[EyeBeams lasers from your eyes]] and [[ShockAndAwe electricity from your hands]].
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Setting aside that telling readers to jump around the page is a no-no, this is vague to the point of being meaningless. Below where? There's the rest of C to Z to refer to, and there's no way to tell what is supposed to apply at a quick glance.


* {{Combos}}: See below.
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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/one_finger_death_punch.jpg]]
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* AnimalThemedFightingStyle: The game features Praying Mantis, Eagle Claw, Flying Crane, and Shaolin Tiger styles.
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* DoWellButNotPerfect: The sequel. While you can get perfect in stages, if you continue to do so, the game will quickly ratchet the speed up to unplayable levels.
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"stright" instead of "straight"


* CallingYourAttacks: Your character doesn't talk much, but the OldMaster voice announces your special abilities when they trigger. "[[GroundPunch Deep Impact!]]" "[[KillItWithIce Freezing Point!]]" The sequel plays this stright, however, as your character will very frequently call out attacks, particularly if one of your skills is activated.

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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!]]" The sequel plays this stright, straight, however, as your character will very frequently call out attacks, particularly if one of your skills is activated.
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-->''"[[SimpleYetAwesome Simplicity to perfection.]]\\

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-->''"[[SimpleYetAwesome ->''"[[SimpleYetAwesome Simplicity to perfection.]]\\
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* DenserAndWackier: The second game adds a lot more over the top graphics as well as goofier weapons such as sniper rifles and pistols to chainsaws and even background elements like walls. There are also more absurd execution animations such as [[EyeLaser eye lasers]] and [[ShockAndAwe lighting shooting out of your hands]].

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* DenserAndWackier: The second game adds a lot more over the top graphics as well as goofier weapons such as sniper rifles and pistols to chainsaws [[ChainsawGood chainsaws]] and even background elements like walls. There are also more absurd execution animations such as [[EyeLaser eye lasers]] and [[ShockAndAwe lighting shooting out of your hands]].



** The sequel has [[ParasolOfPain parasols]] and guitars showing up occasionally.

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** The sequel has [[ParasolOfPain parasols]] and guitars showing guitars, and you are occasionally able to pick up occasionally.background props to use as weapons as well. The game will even helpfully name them (e.g. "WOODEN CHAIR")
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** The sequel has parasols and guitars showing up occasionally.

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** The sequel has parasols [[ParasolOfPain parasols]] and guitars showing up occasionally.
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** The sequel has parasols and guitars showing up occasionally.
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** Once an enemy is within range and "lights up", they'll remain lit up no matter how far the player moves away from them, allowing the player to deal with a string of enemies on one side of the screen and then immediately fly back across the screen to kill the remaining enemy.

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** Once an enemy is within range and "lights up", they'll remain lit up no matter how far the player moves away from them, allowing the player to deal with a string of enemies on one side of the screen and then immediately fly back across without worrying about the screen to kill enemy on the remaining enemy.other side leaving their attack range.
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** Once an enemy is within range and "lights up", they'll remain lit up no matter how far the player moves away from them, allowing the player to deal with a string of enemies on one side of the screen and then immediately fly back across the screen to kill the remaining enemy.
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** If the player is engaged with a brawler and the brawler gets hit by a weapon thrown by the player or a fast enough Ball of Death, the brawler will die mid-combat and the combo string will be canceled.

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** If the player is engaged with a brawler and the brawler gets hit by a weapon previously thrown by the player or a fast enough Ball of Death, the brawler will die mid-combat and the combo string will be canceled.
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** If the player goes to attack an enemy and the enemy somehow dies before the player can reach them (usually as a result of a thrown weapon of a rebounding Ball of Death,) the player will stop in their tracks and the attack won't register as a miss.
** If the player is engaged with a brawler and the brawler gets hit by a weapon thrown by the player or a fast enough Ball of Death, the brawler will die mid-combat and the combo string will be canceled.
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** If the player goes to attack an enemy and instead grabs the weapon immediately in front of them, the game will not only enter BulletTime, but will put a button prompt right over said enemy to let the player know they're still there.
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* PowerUpLetDown: [[CriticalStatusBuff The Golden Sword.]] As awesome as it is to have an unbreakable weapon, if your fighting style focuses on throwing weapons, it's completely counterproductive since you can't pick up any other weapons.
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* AwesomeButImpractical: The Heal skill. While being able to heal HP during a fight sounds amazing, the 99 kill requirement means it's pretty much useless outside of survival rounds (and ''only'' if you're doing survival rounds in Level Mode, as the dedicated Survival Mode has bonus rounds where you can regain far more HP in a shorter amount of time.)


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* BoringButPractical: The Throw Weapon skill. While not as flashy as skills like Deep Impact and Freezing Point, being guaranteed to throw your next weapon can be a lifesaver, and it has a pretty short cooldown. It's even better if you combine it with Weapon Rain.
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** The sequel takes this UpToEleven, with ridiculous things such as lasers from your eyes and shooting electricity out of your hands.

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** The sequel takes this UpToEleven, with ridiculous things such as [[EyeBeams lasers from your eyes eyes]] and shooting [[ShockAndAwe electricity out of from your hands.hands]].
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Added DiffLines:

** The sequel takes this UpToEleven, with ridiculous things such as lasers from your eyes and shooting electricity out of your hands.
Is there an issue? Send a MessageReason:
None


''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 [[ConservationOfNinjitsu scores of enemies]] charging him from all sides. The controls boil down to pressing the left and right 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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''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 [[ConservationOfNinjitsu [[ConservationOfNinjutsu scores of enemies]] charging him from all sides. The controls boil down to pressing the left and right 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...



* ConservationOfNinjitsu: This could be called Conservation Of Ninjitsu: The Game.

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* ConservationOfNinjitsu: ConservationOfNinjutsu: This could be called Conservation Of Ninjitsu: Ninjutsu: The Game.
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* ConservationOfNinjitsu: This could be called Conservation Of Ninjitsu: The Game.
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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/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...

to:

''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 [[ConservationOfNinjitsu scores of enemies enemies]] charging him from all sides. The controls boil down to pressing the left and right 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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