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 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 was featured by The Cynical Brit
and Extra Credits
Tropes found in the game:
- Battle in the Rain: The Thunderstorm Rounds take place during a storm—so you cannot easily see the type of enemies coming at you.
- Boss Battle: The Boss Rounds feature just one enemy, the boss, who alternates between several colored mook patterns as you deplete his health.
- Final Boss: 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.
- Mini-Boss: The Brawlers require a specific (often randomized) sequence of timed hits to defeat.
- Bruce Lee Clone: The protagonist.
- 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.
- Deliberately Monochrome: The Classic Film Rounds are this—preventing you from seeing the color of the charging enemies (like the Thunderstorm Rounds).
- 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.
- 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.
- Funny Bruce Lee Noises: Both the hero and the enemies make them all the time.
- 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, Siver for 4-6, and Bronze for 7-9). Also, if you haven't lost any health, you get a Perfect Round distinction.
- 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.
- 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.
- Laser Blade: The protagonist wields one in the Lightsword Rounds—though the game emphatically denies that it's a lightsaber.
- 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.
- 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.
- 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 less points.
- Regenerating Health: With the Heal skill active, the protagonist regenerates one HP every 99 kills.
- Rubber Band AI: 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.
- Skill Scores and Perks: 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.
- Timed Mission: In Timed Rounds, you need to beat all enemies within a time limit.
- 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.