Video Game / One Finger Death Punch

"I do kung-fu...
I do kung-fu...
(as a golden sword descends from the heavens) Hahahaha!"

One Finger Death Punch is a deceptively simple Stick Figure Rhythm Game styled after East Asian Martial Arts Movies in the vein of Bruce Lee and Xiao Xiao. 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...

There is no story to speak of.

The game is made by Silver Dollar Games, an Xbox Live indie developer. It was featured by The Cynical Brit and Extra Credits. Most likely unrelated to the band Five Finger Death Punch. After all, "the title has nothing to do with any bands, just kung-fu".

Tropes found in the game:

  • Asian Speekee Engrish: The narrator. The voice acting is bad, but in an intentional way that manages to come off as awesome. It makes the game feel like an authentic low budget kung fu movie. And somehow it works, due to being a form of Stylistic Suck.
  • Awesomeness Is Volatile: When you reach the halfway point of a light sword or nunchaku round, an explosion happens and a fire tornado appears in the background.
  • Breakable Power-Up: Getting hit while wielding a weapon will make the protagonist instantly drop it (unless it's the Golden Sword or you have a specific passive skill for the current weapon).
  • Button Mashing: 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.
  • Battle in the Rain: The Thunderstorm Rounds take place during a storm—so you cannot easily see the type of enemies coming at you.
  • Blood from the Mouth: Sometimes, after you knock down the enemy in the Boss Rounds, he will visibly spit out blood before getting up and going at you again.
  • Boss Battle: The Boss Rounds have an enemy who alternates between several colored mook patterns as you deplete his health.
  • Bruce Lee Clone: The protagonist.
  • Calling Your Attacks: Your character doesn't talk much, but the Old Master voice announces your special abilities when they trigger. "Deep Impact!" "Freezing Point!"
  • Combos: See below.
  • Coup de Grāce Cutscene: 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 Overdrawn at the Blood Bank: the variations involve breaking the enemy's neck or ribs with an 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.
    • They can happen against bosses too, so even after you've punched the guy's heart out, he can keep going depending on whether or not his health bar is empty.
  • Critical Status Buff: When you're left with just one HP in a regular mob round, there's a good chance that time will stop, your enemies back off, the music changes to a more epic track, and an indestructible Golden Sword is delivered from the heavens and into your character's hands. Unlike regular swords, it won't be dropped after a few kills. You've got one last chance for a Heroic Second Wind. Make it count.Exceptions 
  • Deliberately Monochrome: The Retro Film Rounds are this—preventing you from seeing the color of the charging enemies (like the Thunderstorm Rounds).
  • Difficulty by Acceleration: 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.
  • Drunken Master: Although your character's style changes with each area and is purely cosmetic, on Boss Rounds, you always use Drunken Boxing.
  • Dual Boss: Several boss rounds late in the campaign (including the very last round of it) pit you against two boss-type enemies at once.
  • Failure Is the Only Option: In the Survival Rounds/Mode, the enemies keep coming infinitely, so the only challenge is how many of them you'll outlast. The game does keep track of your misses, however.
  • Fighting with Chucks: 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!
  • Foe-Tossing Charge: Occasionally, the protagonist enters the Rage Mode, which basically lets him charge through every enemy on and off screen in both directions.
  • Fruit Cart: Just one of the many things found on-stage that you can smash your opponents into!
  • Funny Bruce Lee Noises: Both the hero and the enemies make them all the time. For that matter, some players can't resist the urge either—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!"
  • Gameplay Grading: At the end of every level, you may be given a medal, based on how many times you missed (Platinum for no misses, Gold for 1-3, Silver for 4-6, and Bronze for 7-9). Also, if you haven't lost any health, you get a Perfect Round distinction.
  • Genre-Busting: Rhythm Game? Beat 'em Up? Who knows? Who cares? Go kill some stickmen.
  • Grievous Harm with a Body: Rarely, you can use one of your enemies as a thrown weapon.
  • Ground Pound: One of the unlockable 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 difficult to use efficiently.
  • Heal Thyself: The Heal skill restores one hit point for every 99 enemies you kill.
  • Heavily Armored Mook: The colored enemies take 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 block incoming punches rather than evade them.
  • Heroes Fight Barehanded: 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.
  • Hit Points: 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.
  • Hyper-Destructive Bouncing Ball: 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.
  • Idiosyncratic Combo Levels: Starts off as "Super Combo" as normal, then goes to Ultra, Master, Godly, and finally IMPOSSIBLE COMBO before looping around back to Super. Each Combo level has larger text than the previous.
  • Interface Screw: 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 No Luca No mode, a cat will keep trying to block half your screen.
  • Joke Weapon: Rarely, the swords may be replaced with a fish, the maces might take the form of the corpses of slain grey mobs, and spears can be brooms. They're just as deadly as their less-humorous counterparts though.
  • Kung-Shui: 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 Fruit Cart.
  • Laser Blade: The protagonist wields one in the Lightsword Rounds — though the game emphatically denies that it's a lightsaber. There's also beam nunchaku, of all things.
  • Limit Break: Power Smashes occur at various intervals as your combo counter builds up; when you hit an enemy with one, your attack range temporarily increases to encompass every enemy on the screen. Some skills work like this as well.
  • Luck-Based Mission: 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.
    • 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.
    • Smash Rounds are this. The game randomly determines which way enemies fly when they get killed, so there's no guarantee they'll hit an object when you want them to. The only exception is that a Power Smash always sends the enemy hit straight backwards, breaking anything in their path.
  • Marathon Boss: Two cases.
    • The first and most obvious, later on more so, are the bosses themselves. Not only do they require combinations of attacks, but they also require several of these in order to defeat them. Another one may even show up.
    • Brawlers can invoke this during normal play, including during Light Sword or Nunchaku Rounds. In a normal brawl, they require 3-10 hits to take down. On rare occasions, they can last up to 25 hits before getting killed.
    Old Master: FIGHT!
  • Mass "Oh, Crap!": The way the mooks frightfully back off as the player receives the golden sword speaks for itself.
  • Mercy Invincibility: When you take damage, time freezes for about a second.
  • Mook Chivalry: 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.
  • New Game+: Restarting the game in the Master or Grandmaster difficulty resets your progress in the map but lets you use all your skills from the start.
  • No Plot? No Problem!: The game's plot can be fully summarized as "A Bruce Lee Clone beats everyone up".
  • Old Master: 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 on your performance and mostly serves as a voiced tutorial.
    Old Master: Your enemy is strong. Take your time, and focus!
  • One-Hit-Point Wonder: 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.
  • Powers as Programs: You only have a limited number of slots to "install" the skills you unlocked, but you can change your active skill composition at any time between rounds. Additional skill slots can be unlocked by beating the game's campaign mode.
  • Power-Up: 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 fewer points.
  • Rewarding Vandalism: There is an entire mode dedicated to this: you win Smash Rounds by crushing the surrounding furniture with your enemies' bodies.
  • Rubber Band A.I.: The fewer 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.
  • Shamu Fu: On occasion you'll be able to use a fish as weapon (or have one used against you).
  • Shockwave Stomp: The Deep Impact move. The protagonist jumps into the air, then slams into the ground, sending a shockwave through the ground that kills every enemy currently on the screen.
  • Simple, yet Awesome: The Fighting Game.
  • Skill Scores and Perks: Completing certain stages unlocks passive skills that give you bonuses (except in certain stage types).
  • Skill Slot System: You can only have three skills active at any time but can swap them out freely between levels. Beating the single-player on higher difficulties grants you one additional skill slot, up to a total of five.
  • Stylistic Suck: The reason the game's graphics work and the game is an incredible amount of fun despite the simplistic graphics.
  • Throwing Your Sword Always Works: Grabbing some thrown weapons, picking up a weapon you're already wielding or having the eponymous skill lets you throw a weapon. Swords take out everyone in a line, spears rebound off the first two targets and impale the third and maces bounce around uncontrollably, killing enemies at random.
  • Timed Mission: In Timed Rounds, you need to beat all enemies within a time limit, but in return you have infinite 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.
  • Unexpected Gameplay Change: One of the unlockable survival modes features Luca the cat from one of Silver Dollar Games' Xbox Indie game No Luca 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.
  • White Sheep: Of its developer, Silver Dollar Games. Silver Dollar is infamous for pumping the XBLA library full of 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.
  • Zerg Rush: The standard tactic of the regular one-hit enemies. Also the standard tactic of all enemies (except the last one) in Lightsword and Nunchaku Rounds.

Announcer: "PERFECT!....Platinum Medal awarded."