Thus, each character will punch with first their left, then their right, and can occasionally deploy ultimates. They'll also level up through gaining points from either knocking out others, or collecting multi-coloured candy strewn around the arena.
Also see MiniGiants.io for a similar concept from a different creator.
FacePunch.io features examples of the following tropes:
- Combos: Getting repeated hits over a short period of time without being hit yourself raises your combo multiplier.
- Dash Attack: One of the characters has this as their ultimate.
- Deflector Shields: One of the champions has this as their ultimate.
- Endless Game: This battle will go on as long as there players around.
- Flash of Pain: Champions who got successfully hit and lost a life bar segment or two but survived will flash bright red.
- Knockback: Present. Even if you are being tailed by a much larger player who'll outlast you in a straight fight, quickly turning around and punching first will knock them back and give you enough time to move away and hopefully engage weaker players instead.
- Large and in Charge: Like in many similar .io games, players become larger as they gain levels. This process also adds on extra sections to their life bar, which forces extra punches from the other players, and the punching range is increased as well. However, larger players are also easier to hit themselves.
- Never Say "Die": The game's somewhat inconsistent with this. Whenever you defeat someone, it says that you knocked them out, but when you are defeated, the message says "Killed by X".
- No Plot? No Problem!: It's some sort of abstact boxing, and that's all you need to know.
- Rapid-Fire Fisticuffs: The ultimate of the "medieval warrior" champion.
- Regenerating Health: Present by default.
- Sprint Meter: The default character has sprinting as their ultimate. The same meter governs the ultimates of the other characters.