Punch Kick Duck 9+

Fluid fighting action

Shaun Coleman

    • 4.5 • 1.1K Ratings
    • Free
    • Offers In-App Purchases

Screenshots

Description

Fighting is all about timing. Just ask any duck.

The right move + right time = swift victory.

All you need to do is PUNCH KICK DUCK!

The cruel Baron Tigrisso has imprisoned you in his tower. Fight hordes of the Baron’s hench-critters as you battle up the tower to confront your captor.

Simple controls & challenging action mean you'll soon be sending foes flying and chasing high scores. But be warned, your enemies are as determined as they are numerous, so you'll need to think quick and act quicker!!

Just remember these three golden rules, passed down by countless generations of ducks:

PUNCH beats KICK
KICK beats DUCK
DUCK beats PUNCH

Oh, and don’t forget to RUN. You don’t want to meet The BEAR.

Think you can handle it? Sure you can. You’re one tough duck!

- Three selectable difficulty levels.
- Unbox a colorful cast of characters.
- Playable in both landscape and portrait orientation.
- Cloud saves.
- Simple responsive touch controls.
- Controller support.

From the creator of Shoot The Moon, Punch Kick Duck is a compact, lovingly made score-chaser game designed to test your skills without emptying your wallet.

What’s New

Version 1.09

- Four new characters to unbox!
- Characters that cost 400 coins have been reduced to 300 coins!
- Made it so spamming random moves against Baron Tigrisso carries a greater risk of being hit, as previously you could pretty much mash your way to victory.
- Fixed an edge-case bug where if you got hit at the bottom of the stairs on Level 9, it would mess up the intro to the Baron on the next level.
Thanks for playing, and good luck!

Ratings and Reviews

4.5 out of 5
1.1K Ratings

1.1K Ratings

Editors’ Notes

Clobber your way through side-scrolling levels as ridiculous as they are challenging.

Cadet Taylor ,

Great game, but some questions

This is an awesome side scroller, definitely one of the best I’ve played. Each level increases a significant amount in difficulty so the game is replay-able, and the randomness of the appearances of each characters adds to that. The graphics are great as well, also definitely one of the best I’ve seen on mobile and even better than many pc games. I just had a question on the scoring - how do you increase the number of enemies you outrun? I’m trying to beat my gf’s high score but absolutely cannot, even when I get a run with 0 hits or parries. Sometimes, even if I repeat the same level with no hits or parries, I get a lower score than my high score just because I outrun a different number of enemies. I’ve noticed that enemies sometimes jump backwards if you have one directly in front and one behind which I can see buys me some time to keep running without killing the enemy behind. However, I can’t for the life of me figure out when they jump back and when they don’t. Any advice on that?

Developer Response ,

Thanks for your comments and rating! Regarding getting higher scores - you might already know this, but the most immediate way to get higher scores is to increase the difficulty in the options menu (if you can still beat the level), as you will face more enemies and so build your multiplier higher while outrunning more foes. If you'd like more tips, please feel free to contact me via the 'App Support' link on this page.

But to briefly answer your question about enemies sometimes jumping backwards when you have one on either side: Suppose you have enemy A to your left and enemy B to your right, and you're not yet engaged in an attack with either one. Now let's say enemy A decides to attack, but at that moment (during enemy A's attack, but before their attack has landed) you try to attack enemy B. Well the thing is, no enemy is allowed to attack the player if the player is already engaged in an attack with another enemy or facing imminent danger from a bottle/cart/bee (*unless* the player chooses to attack the waiting enemy, in which case it will react.) But in this example with Enemy A and B, Enemy A had already started attacking *before* the player attacked Enemy B (and Enemy A isn't reacting to the player's attack, as the player is attacking Enemy B, thereby forcing Enemy B to react), so Enemy A sees that the player is now busy, and cancels the attack while doing a little backstep to make it clear that they're no longer an immediate threat. So that's what causes that outcome, but it's quite hard to trigger deliberately, since the timing is very tight - falling in the split second between the enemy starting an attack and the attack landing!

Ok, that answer wasn't so brief, but I hope it made sense. :)

DeeCaffeinated ,

Need an Endless Mode ASAP

Introduction:
So, the game's awesome, plenty of characters very fluid fighting style. It’s amazing, but seriously, it's missing that extra punch. Let's talk about why we need an endless mode to spice things up.

Gameplay Vibes:
The gameplay is smooth and keeps you hooked, but let's be real – without an endless mode, you’re gonna run out of levels We need that extra layer of challenge to keep us coming back for more.

Never-ending Fun:
Imagine having an endless mode where things just keep getting crazier. It's not just about finishing levels; it's about seeing how far you can go(without the stress of the bear). That's the kind of stuff that makes a game legendary, you know?

Community Buzz:
Everybody's into endless modes. It's not just about beating your high score; it's about flexing those gaming skills against everyone else. An endless mode would bring in more players, more challenges, and just more fun all around.

Tech Talk:
Sure, adding an endless mode might mean tweaking some stuff under the hood, but trust me, it's worth it. It's the game-changer we didn't know we needed.

Wrap It Up:
In a nutshell, the game's rad, but throw in an endless mode, and you've got a winner. It's the secret sauce for keeping players hooked and the buzz alive. Developers, if you're reading this, give us that endless goodness, and you'll have a fanbase that just won't quit!

App Privacy

The developer, Shaun Coleman, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy.

Data Used to Track You

The following data may be used to track you across apps and websites owned by other companies:

  • Identifiers
  • Usage Data

Data Linked to You

The following data may be collected and linked to your identity:

  • Identifiers
  • Usage Data
  • Diagnostics
  • Other Data

Data Not Linked to You

The following data may be collected but it is not linked to your identity:

  • Location
  • User Content
  • Usage Data

Privacy practices may vary, for example, based on the features you use or your age. Learn More

Supports

  • Game Center

    Challenge friends and check leaderboards and achievements.

More By This Developer

You Might Also Like

Special Agent CyberDuck
Games
A Slight Chance of Sawblades
Games
Basketball Odyssey
Games
Sisyphos
Games
Ninja Tobu
Games
Axe Climber
Games