Experience cinematic kung-fu battles in the fastest, most intense brawler the indie world has ever seen! With the unique 1:1 response system of One Finger Death Punch, players will feel the immediate feedback of every bone-crunching hit. Pay tribute to the masters using five classic kung-fu styles mixed with additional weapons.
User reviews: Overwhelmingly Positive (4,837 reviews)
Release Date: Mar 3, 2014

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Recommended By Curators

"A low budget yet hyper-stylised kung-fu action game which provides excellent player feedback and super satisfying fighting, using very few buttons"
Read the full review here.


“One Finger Death Punch is an enormously generous and exhilarating combat game - one whose capacity for expression and mastery is far broader than its simplistic appearance suggests.”
9/10 – Eurogamer

“One Finger Death Punch is a game that one must definitely play in order to understand and judge it. This is all about the feel, and there’s so much of it as you play it more and more.”
9/10 – Cheat Masters

“The game is an instant classic. There’s not a mark to be said against it. It excels in every possible way, challenging the best of us while still remaining pick-up-and-play enough that literally anyone could start in on it, and subsequently get hopelessly addicted.”
5/5 – the XBLIG

About This Game

Experience cinematic kung-fu battles in the fastest, most intense brawler the indie world has ever seen! With the unique 1:1 response system of One Finger Death Punch, players will feel the immediate feedback of every bone-crunching hit.

Pay tribute to the masters using five classic kung-fu styles mixed with additional weapons. Combine face-to-face combat with throwing weapons to recreate complex fight choreographies or just send bad guys flying through glass windows. Explore a world map with over 250 stages, 13 modes, and 3 difficulty levels. Unlock 21 different skills that can be combined in thousands of ways to assist you in your journey. Put your kung-fu to the ultimate test in the survival mode.

One Finger Death Punch is a game you can “feel”. The direct connection between your mouse and your character on the screen will be a new experience for many players. When you string together a long, complex string of kills, it feels like something “you” did rather than something the game let you do. When you play it you feel like you’re actually playing a Xiao Xiao stick animation video. We took inspiration from every kung-fu film we’ve seen. Every bit of effort was poured into delivering an easy to play game that was as addictive to play as Tetris.

Every Press Matters! DO NOT BUTTON MASH!

One of the biggest challenges we had while making the game is stopping the player from button mashing. When our friends play tested our game they’d instinctively button mash, they couldn’t help themselves. It must have been the many years of playing other brawlers that engraved it in their minds the notion of rapidly pressing buttons to kill your foes. The game’s designed in such a way that if you button mash, you die. Every press matters. Although playing the game should still be simple, you see a bad guy in front of you, you attack him, he dies. If you punch even once when there’s no enemy in front of you, you’re going to miss. If you miss, chances are you’re going to get hit. It’s a simple system but it’s ruthless to button mashers. We spent much time setting up visual and audio queues as well as many warnings trying to steer players away from their natural button mashing tendencies.

System Requirements

    • OS: Windows XP / Vista / 7 / 8
    • Processor: 2.0 GHz+ Dual Core Processor or higher
    • Memory: 1 GB RAM
    • Graphics: 512 MB VRAM with Shader Model 3.0 support and needs a directX 10 capable video card.
    • DirectX: Version 9.0c
    • Hard Drive: 200 MB available space
    • Additional Notes: This game requires Microsoft XNA Framework Redistributable 4.0 and Microsoft NET Framework 4.0. If you need, you can download from http://www.microsoft.com/en-us/download/details.aspx?id=20914 and http://www.microsoft.com/en-us/download/details.aspx?id=17851
    • OS: Windows XP / Vista / 7 / 8
    • Processor: 2.0 GHz+ Dual Core Processor or higher
    • Memory: 2 GB RAM
    • Graphics: 512 MB VRAM with Shader Model 3.0 support and needs a directX 10 capable video card.
    • DirectX: Version 9.0c
    • Hard Drive: 200 MB available space
    • Additional Notes: Xbox 360 controller officially supported
Helpful customer reviews
152 of 184 people (83%) found this review helpful
3.2 hrs on record
Posted: October 20

Stick figure kung-fu

Entrails flung across your screen

Quite mesmerizing
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134 of 164 people (82%) found this review helpful
10.2 hrs on record
Posted: November 12
One two, kick a few dudes.
Three four, get a cool sword
Five six, kill them with sticks
Seven eight, this is great
Nine ten, Ima play again
Buy it.
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148 of 185 people (80%) found this review helpful
2.8 hrs on record
Posted: October 11
Do you have an urge to murder thousands of innocent silhouettes?

A) Yes - Buy this game
B) No - Buy this game
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55 of 58 people (95%) found this review helpful
4.8 hrs on record
Posted: October 27
I actually enjoyed this game immensely. I described it to friends as a "coffebreak game" when one of these said friends complained that he didn't "have time for any more games".

It's a test of endurance between two fingers (Or one if you are ballsy) and mashing does not work, especially if you want to get the achievements. There is timing, quickness, decision making, and attention that you need to win the rounds that get exponentially faster through the game.

Don't let the simple graphics fool you, the soundtrack and sfx are top notch and it only makes me hope for a sequel!

Do the devs a favor and nab this game so we can get that sequel with multiplayer (competitive mode anyone?)
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36 of 36 people (100%) found this review helpful
1.4 hrs on record
Posted: August 15
OFDP is a stupid amount of fun. It oozes personality, which is great if you don't mind extremely over-the-top Pan-Asian kung-fu stylings, complete with a very exaggerated Mr. Miyagi voice guiding you through the levels. I love it, myself, but I could see some people wincing at it, just a bit. I have a long history of giddily watching hordes of nameless dudes get bent by the likes of Bruce Lee, Jackie Chan, Jet Li, etc, and if that's you as well, you'll be re-enacting your favorite fight scenes in your head by the first few very very fast levels in this game. If you can get through a whole session of play without pulling even a little Bruce Lee yell after you finish one of the stages then I'm not sure I want to know you.

Two buttons. Two buttons is all it takes, if you have a game that has: surgeon-like responsiveness, incredible sound effects, simple but effective enemy styles, a ridiculous amount of fun and varied levels, great level music that adds the perfect touch to the kung-fu atmosphere but never terribly gets in the way... I could go on but what I'm trying to say is, this is a damn well put together piece of game. You can sort of tell how obsessive the devs were about nailing the gameplay, like mental patient obsessive, like crazy genius inventors living in a weird creepy tower obsessive, and I'm so glad they were. On another planet they'd be curing cancer but here they're making this game! Praise Jesus. Yes, on first glance it looks like a Newgrounds game. Who cares? It's brilliant. Play it.
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33 of 35 people (94%) found this review helpful
101.5 hrs on record
Posted: October 21
I would not have discovered this game if I hadn't watched jacksepticeye play it on Youtube, and as soon as I saw gameplay of it, and saw that it was only $5, I knew I had to get it, and 90 hours of playtime later, I can safely say that it's perhaps the best five dollars I've ever spent.

One of my favorite types of games are games that are simple to learn, difficult to master, and rank you on how well you did. One Finger Death Punch, Flappy Bird, Spin Copters, Electronic Super Joy, all of them very simple (and cheap) games that I've put more hours in than I've put into any other type of game. But like every game, even one as good as I think One Finger Death Punch is, there were some hiccups.

What I liked about the game:

- Flexible difficulty: 1FDP is the only game I've come across so far that has such a flawless, seamless method of adjusting its difficulty level to player skill. If you were able to clear a level with little effort, it upped the speed a tad. If you did alright, it kept you as is. If you lost, or just -barely- beat it, it stepped you down a tad. There's still that "Easy > Normal > Hard" mechanic in the form of the Student, Master, and Grandmaster difficulties, which don't take you under a certain speed, but the flexibility remains, and it is pretty much perfect.

- Shadow enemies: If an enemy design in a game as simple as 1FDP can make you -nervous- when you encounter it, that is excellent design, and the "shadow enemies" encountered in the later stages of Master, and nearly all the stages of Grandmaster are exactly that. Most enemies have an indicator below them that shows what order you need to click them in order to defeat them, and a color that corresponds to this order. Shadow enemies have neither, and because of this, it's nerve-wracking whenever you encounter them, because you don't know how many hits it'll take to defeat them, or whether or not they'll change sides. That sense of uncertainty adds a greater depth of challenge to an already very challenging game.

- Atmosphere: It's a two-dimensional, two-button beat-em-up. The main character is a plain white, indescript stickman. The only variety between enemies is color, and sometimes a hat. And still, the game manages to make you feel like you're Bruce Lee, with an amazing soundtrack in the background, and an endless array of lightspeed punches kicks, blood, sound effects, bodies flying into the air, stuff breaking, exploding, collapsing, etc. And when it's all over, you can't help but take a deep breath at how epic it was, especially when you just got a perfect round.

- Forking Progression: Progression in 1FDP is not linear in the sense that there is only one clearly-placed way to go, and if you're having trouble on a level, you just have to keep attacking it over and over and over until you finally win. 1FDP's, levels fork off into various paths in the middle, such that at any given time, you could have up to five or six levels available at one time to play. The forks taper back into a linear progression near the end, which I feel is appropriate, but the multitudes of forking paths in the middle was stunningly impressive to me.

Now, for what I didn't like:

- The Tutorial Levels: 1FDP is an incredibly simple game. It's so simple that the first six or so levels that -constantly- stop the gameplay in order to beat incredibly obvious mechanics into your skull, are completely redundant and unnecessary. From the first second of the first level, just by -glancing- at my character, and the oncoming enemy, I knew exactly what I had to do, which made it very annoying to me when everything kept pausing in order to waste time explaining it. Oh, the enemy with TWO bars underneath him takes TWO hits to defeat? You don't say! It irks me when games treat their players like they're idiots, especially games as simple as this one.

- Wasted Design Opportunities: I feel like SDG dropped the ball in a few places in terms of designing mechanics, particularly, weapon design. There are two categories of weapon: melee and ranged, and three types of weapons for each category, sword, staff, and club for melee, arrow, dagger, and bomb for ranged. And other than the melee throw special, which, unless you take the Throw Weapon skill, you'll only see about 20% of the time, -all- the weapons in either given category do the -exact- same thing. Every ranged weapon gives you a one-hit kill. Every melee weapon extends your hit range. I feel like SDG could have done more with the weapons without compromising the simplicity of the game. Have staff weapons increase the range, have swords do two points of damage per hit, have clubs knock enemies back into the enemy behind them when they kill them, stalling that side of the screen for a moment. And something similar for the ranged weapons. As it is, it's not bad at all, but I just feel like it could have been -better-.

This extends to the types of available levels as well. There's literally no difference between Light Sword rounds and Nunchaku Rounds besides color scheme and the obvious use of different weapons. And while those levels are -awesome-, they could have been done better, differently, to add a touch more variety.

Overall, despite the annoying, needless idiot test at the very beginning of the game, and the wasted design opportunities, this is an absolutely amazing game for its price, and I'd give it an easy 9.7/10. Get it. You won't regret it.
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28 of 32 people (88%) found this review helpful
6.5 hrs on record
Posted: July 25
Actually its more like two finger death punch
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24 of 26 people (92%) found this review helpful
11.5 hrs on record
Posted: November 4
One finger death punch is the ultimate example of a game with bare minimum graphics and controls that manages to work it to its advantage. Your hits have to be lightning fast but at the same time carefully calculated, which makes the impact of your every move immediately demonstrated. Enemies come and go in an almost rhythmical hypnotizing frenzied fashion and it is admirable how the game manages to make your fighting style look almost flamboyant with such little resources at its fingertips. One finger death punch is a must have for people who like beat' em up games as well as for those that don't, since it has a magical ability of drawing you in for just one more level.

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23 of 28 people (82%) found this review helpful
8.0 hrs on record
Posted: October 25
It's surprising how from a very simple mechanics (left and right mouse buttons) and presentation (stick figures) derives so much joy and entertaiment.
Also you can rip hearts out of ribcages.
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16 of 16 people (100%) found this review helpful
4.8 hrs on record
Posted: December 6
One Finger Death Punch (OFDP) makes you feel like you are Bruce Lee in 2D! Well at least when you are doing well, and that is far from guaranteed. The gameplay is hard, despite being controlled purely by two buttons.

As you progress through the Story Mode, you are introduced to a varied range of levels. Each a different type of challenge, with each testing your reflexes and timing. One of the more difficult parts I found was getting the timing right. You have a bar at the bottom of the screen that guides you, but there are sections during most levels where the speed slows down, and adjusting to those frequent changes can interrupt your rhythm. You also need to think, choose your tactics on which enemy to attack first. Often you will encounter the opportunity to kill left or right at the same time, and that choice could mean the difference between getting hit or missing an attack (Missing will leave you vulnerable to attacks). Juggling all these factors in your head every split-second, while you try to get the timing perfect is truly a challenge to master.

Even when I got past a level, I found myself going back to see if I could do better and try for that perfect run (besides its good practice). Levels are intense, albeit short 1-4min runs. It's a blast to play and good to pick up for a quick session.

I was pretty impressed by the amount of content provided in OFDP, including a wide range of enemies to defeat. These start simple, such as ones that need to be hit twice before they die, but then you quickly get introduced to more complex patterns such as ones that switch sides or leader mobs that you need to beat with longer combos. There is a healthy selection of weapons you can pick up from your slain enemies, unlockable special skills plus an extensive number of attack moves and martial arts styles are incorporated. There are multiple difficulty levels to unlock as well as the ultimate Survival Mode (plus all the level modes in Story Mode too).

Artistic style throughout is very well done, from the stick figure animations to the comic book graphic effects, plus the often busy destructible backgrounds & environmental effects. Not to mention the quality in-game sound effects and soundtrack; it all complements the gameplay nicely. Particular standout for me is the voice over guy, the Kung-Fu Master. I could just picture him doing a badly lip-synced English dub of some 1970s Hong Kong Kung-Fu flick every time he talked!

The only real drawback I have started to experience is getting stuck. I said earlier that the game is hard, and on top of that I'm pretty average, getting stuck a few times already just on Student. Repeating the same difficult challenge over and over can get demoralising & frustrating. I like the challenge, but for me having it a bit easier (at least at the student level) would have been a better learning curve. I also wish there was an option to bypass the launcher without having to set it to full screen every time - minor frustration.

Regardless of the difficult drawbacks, OFDP will have you yelling Kung-Fu sounds at your computer screen (hmm ok maybe that's just me?), when you pull off that epic power move! I was pleasantly surprised at how fun & addictive OFDP is to play. The gameplay is polished, balanced with great execution.

Such a simple concept, yet offers more intense fighting than many of its more 'advanced' 3D counterparts.
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14 of 15 people (93%) found this review helpful
9.1 hrs on record
Posted: June 25
If someone told me I could log 9 hours of a rhythm game without getting bored, I'd probably laugh at them.

One Finger Death Punch (OFDP) is a simplistic fighting/rhythm game made by Silver Dollar Games, not the most reputable or consistent of studios. It features stickmen engaging in kung-fu, to about 5 different songs, and 5 different backdrops. The "gimmick," if you will, of OFDP is that it is played with just two buttons, M1 and M2 (X and B on a controller). Simply put, M1 is left attack and M2 is right attack. Very simple controls.

It is surprising how addictive this game is. With a concept so simple, you would think it would be repetitive, and boring after the novelty of it wears off. The thing is, OFDP manages to use this concept so incredibly right that you can just keep going and going and going...

It is responsive as hell. The music is catchy, and while there isn't much of a variety of music, it never seems to matter. The animations are as good as stickmen-kung-fu is going to get. The announcer is the perfect B-list kung-fu announcer. Legitimately the only thing this game can't pull off is the transistion/loading screen. It's horrible.

Hell, there's even a lightsaber light-sword round.

For $5 this game might seem like a bit of an expensive gimmick. It's not.
For $2.50 this game might seem interesting but repetitive. It's not the latter.
For $1.25 you might as well try it.

This game is definitely worth your time, even if you just play it for an hour and see what I'm making such a fuss about.

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9 of 9 people (100%) found this review helpful
4.7 hrs on record
Posted: November 24
I was at first disappointed when I saw the controls, which seemed oversimplified. But as I played more and more, I realized the straightforward controls were a good thing. And although the controls may be simple, the game is not. One Finger Death Punch is easy to learn, easy to jump into, but hard to completely master.

You are a stick figure defending yourself against hordes of other stick figures. Left click to attack left, right click to attack right. If you attack without hitting an enemy, a "miss" is counted against you. Missing leaves you vulnerable to attack, and lowers your score for the stage. Your objective varies from stage to stage, but it's usually surviving a certain number of enemies.

Playing One Finger Death Punch requires not only quick reflexes but also quick thinking. If there are enemies in both the left and right attack zones, which way should you attack first? You have to take into account how close each enemy is to you, what color the enemies are, whatever weapons/goodies they may be carrying, and your reflex speed... all in a split second.

However, the two-button thing comes with a drawback. Even though new enemies, weapons, level types, and skills are introduced along the way, you're still doing the same basic actions: clicking left mouse button and clicking right mouse button. The game may be a great idea with great execution, but boredom can seep in after playing for so long in one sitting. But despite this downside, I'd still say the price tag fits.

  • Easy to learn.
  • Fast-paced combat.
  • Varying objectives/different enemy types to spice things up.
  • Simple but awesome art style.
  • Great music, fits the mood.
  • Tons of fun.

  • Gameplay can get repetitive; I never play for more than an hour at a time.
  • Level map is awkward to navigate.
  • Too many levels, and sometimes levels are too long.
  • Loading screen hints can be annoying advertisements for a game you already bought. (more of a nitpick tho)

TL;DR In short, this is the most fun I've ever had clicking the left and right mouse buttons in quick succession. Definitely recommended.
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9 of 9 people (100%) found this review helpful
6.2 hrs on record
Posted: September 22
Ok, this game is just plain fun. It's a brawler, boiled down to it's most basic parts. It only has two buttons, but, they still manage to make the game challenging nonetheless, and they do so fairly. There are no tricks or gotchas to make you throw your mouse after when you're done.
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9 of 9 people (100%) found this review helpful
1.1 hrs on record
Posted: December 20
Awesome stick-man fighting game. You control the whole game with only two buttons (Keyboard, Mouse or controller are supported). It sounds easy, but it isn't. Buy it and you will have a lot of fun!
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8 of 8 people (100%) found this review helpful
5.5 hrs on record
Posted: July 22
Alright....do you want to play what might potentially be the greatest fighting game of all time? You want heart pumping, in your face, non stop action? Bad ♥♥♥ imagery to go along with all that? This is the game for you....unless you have a heart condition, in which case I dont recommend it, because when I say heart pumping, I am being literal. Your heartbeat will be elevated when you play this game.

Prior to playing this, I had been enamored of Divekick's minimalist and yet brilliant approach to a fighter...namely two buttons and movement via attacks alone. While I still appreciate that game, One Finger Death Punch takes the two button, movement via attacking gameplay to a completely different level. Your controls are simply left and right and you can play using your mouse or any style of gamepad. It's optimized for all of them, up to and including the Xbox One and DS4 controller. I use a 360 gamepad personally. That will more be a matter of preference and comfort overall though.

The game is set up as a huge map that you battle your way through much like many past fighters, where defeating one area unlocks another one (or two depending on where you are on the map). I've fought probably 200 battles so far (at least) and havent even finished the map yet. So...there is no lack for content. The fight screens are basically the same with minor variants such as retro, thunderstorm, darkness, and so on, that all impact the fights and add a cool diversity to the fight screen. There are a variety of fights...some are horde battles where you fight through 50, 60, 100, even 180 opponents. Some are smash battles where you knock opponents around until they smash a certain amount of objects.. Some are weapon battles where you are armed with a single type of weapon (sword, dagger, nunchuk, etc...) and have to defeat a horde of enemies using only that weapon. There are boss battles. A lot of the enemies have special moves. Many wield special weapons that you can take from them and use for a limited amount of time. That is just some of the awesome variety.

Certain battles unlock weapons or special abilities that can be put in one of three available slots to take into battle with you. All discharge when certain conditions are met. For example, maybe after killing 90 opponents, you are able to shake the ground killing all the enemies on screen. That is one example of an ability you can unlock, and how it is used in battle.

The combat system itself is set up to be as user friendly as possible. There are button prompts that you can use to help you in battles. There will be a point where you just gotta use your instincts though due to the speed in which the combat can end up running. In fact, the better you do, the faster your opponents are. However, that said, the game definitely penalizes you for button mashing, so you really end up learning how to fight properly within the system, and once you figure it out, it is completely gratifying and becomes second nature.

Did I mention the graphics? They...look...awesome. For as simplistic as they are, they are really amazing, and the occasional death blow look flat out cool.

I would call this game a must own, possibly the greatest fighter of all time, and maybe even in my personal top 10 games of all time. That is how good this game is. 10 out of 10, and if you could crank it up to 11, then that is where it would be.
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8 of 8 people (100%) found this review helpful
8.5 hrs on record
Posted: June 30
An excellent game, especially for the price. Best played with a controller. Steady, fair learning curve that doesn't hinder you from progressing if you're not the greatest at this, but also has oodles of replayability.

My only gripe is that occasionally the UI seems to update just a split second before the character models get into attack range, leading to useless misses even though the game says the enemy was in-range.The weapons, which are meant to help you, have unpredictable effects that can hinder you just as easily. I can't tell you how many times my character has instantly thrown a weapon, killing every character onscreen, instead of picking the weapon up and fighitng with it like I anticipated. This leads to countless flubbed combos and unfair damage.

All that said, when you're in the flow of things, this game makes you feel like a god, and there aren't many games you can get that lost in, especially for such a low file size and price.
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10 of 12 people (83%) found this review helpful
2.4 hrs on record
Posted: November 3
The game is really simple and easy to get into. Also helps hand eye coordination a bit I think. The various enemies that come at you as the game goes along get harder to deal with but helps you learn new strategies for taking them down regardless. Fun and simple game, would reccomend picking up this game whether it is at full price or discount.
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12 of 16 people (75%) found this review helpful
4.3 hrs on record
Posted: September 6
Stretched fingers. Very funny game, but for amateur. 7,5/10 ma!
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7 of 7 people (100%) found this review helpful
18.4 hrs on record
Posted: August 18
Let's say that you feel the urgent, compelling, impelling, impellent, stringent HUGE need to drink a beer while you play a game.
BUT YOU CAN'T! Because while you are playing you are using both hands! So now the hard choice....pause the game to drink the beer....or cry by observing the beer (because you have it so close that you can even smell it) laughing at you little loser, but keep playing.


It doesn't matter if it cost 5/10/20/25/30€

This is not a game...this is THE game!
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6 of 6 people (100%) found this review helpful
7.4 hrs on record
Posted: August 9
This is easily one of the best games I've ever played in my life. It's one I continually go back to time and time again.

Don't be fooled by it's simplicity. It's a simple mechanic but it's stretched to it's maximum potential through the variety of level types. Most levels are just "kill lots of guys", but others such as speed rounds (kill them as fast as you can), multi-rounds (do the same short segment multiple times, gettings faster each time), and the boss rounds (fight one complicated enemy) teach you the skills you need to carry on without you even realizing it. It's perfect difficulty curve keeps the game continually fun.

I feel like this game deserves to be written about in game design textbooks it's so polished. It's everything it should be and so much more.
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