Nekketsu Kouha Kunio-Kun Re

In Progress Nekketsu Kouha Kunio-kun Re v0.03

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The project is currently under development.
Longer legs just like the guys :) You added 1 or 2 pixels in term of height ?
Hope it will not give you too much work making them.
However she looks great !
Compared to the original sprite, its height has increased by one line. Depending on the movement, it may increase by two lines.
 
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I created a special move for Hasebe that appears in recent works but not in older ones. It's called Tetsuzanko (鉄山靠). I haven't played the game myself, but I think Hasebe uses this attack.
Very nice one.
I remember these moves from more recent games.

Actually, I used some of these recent games to tweak some moves for a NES styledKunio size girl (old idea) test...
I may get back to it later... haha...

The blue is my fast edit. "JUN"

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Good luck with Hasebe, your work is great!
 
Very nice one.
I remember these moves from more recent games.

Actually, I used some of these recent games to tweak some moves for a NES styledKunio size girl (old idea) test...
I may get back to it later... haha...

The blue is my fast edit. "JUN"

View attachment 13246

Good luck with Hasebe, your work is great!
Thank you. I think the sprites of Kisarah from King of Rage and the sprites I modified are a great inspiration to you.
 
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Thank you. I think the sprites of Kisarah from King of Rage and the sprites I modified are a great inspiration to you.
Yes, mostly the face is inspired by your old Youtube videos of old Kunio WIP project around 2020-2021.
Again, I hope NKRe will be a success :)
 
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View attachment 13243

View attachment 13244

I created a special move for Hasebe that appears in recent works but not in older ones. It's called Tetsuzanko (鉄山靠). I haven't played the game myself, but I think Hasebe uses this attack.
loved it!

Btw, I got a question on my video and maybe you can give a hand here:
"The only other thing I was wondering was who is player 2 at the start? Since you fought Riki (Ryan) at the end of the video, maybe player 2 is Kunio's friend who's always getting his butt whooped and Kunio comes to his rescue? "
 
loved it!

Btw, I got a question on my video and maybe you can give a hand here:
"The only other thing I was wondering was who is player 2 at the start? Since you fought Riki (Ryan) at the end of the video, maybe player 2 is Kunio's friend who's always getting his butt whooped and Kunio comes to his rescue? "
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If you're referring to the second character next to Kunio, Suzuka is an original character I created in the early days of the Kunio series. She's the main character in the Kunio-kun game hack, but she's often mistakenly known as Misako.
 
I never asked who was Suzuka since I'm not so good with all Kunio characters names.
But I was far to imagine it was actually the girl from your old NES hack.
I like this kind of easter egg :)
 
I never asked who was Suzuka since I'm not so good with all Kunio characters names.
But I was far to imagine it was actually the girl from your old NES hack.
I like this kind of easter egg :)
When I was modifying the game, I only knew how to modify the graphics, so I couldn't change the name, and so I shared it, and people only recognized her as Misako. I think it was because they were trying to connect her with the appearance of River City Girls.
 
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Very good job!
I hope Hasebe can be in a future demo soon :)

Her tesuzanko works very well ingame.
Will she have the mount slaps as well ?

And thanks fo the update.
Because Hasebe's movements haven't been fully completed yet, some are omitted from the video. The remaining movements will be completed later.
 
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If you're attacked by an enemy and have SP gauge, you can escape with a special move. Additionally, we're considering introducing a Mega Crash. It'll be activated by consuming SP gauge. Since the SP gauge fills automatically and slowly, caution is required when using it.

We're also considering recovery items. Until now, the game felt relatively difficult because you had to rely solely on stamina to survive from the start until defeat.
 
My thoughs and suggestions about this game

- That's a really awesome interpretation of The first Kunio kun game! like the original, the sense of being in a street fight is great, but your game is much more frenetic!!
- The sprites and art style, specially the colorful portraits, are really top notch. the way the game puts characters as model A (male) and model B (female) is sucint but satisfactory.
- The game is really super fast-paced and responsible, and albeit it indeed have some level of difficulty, it's pretty fun to play!
- Something I really like in Kunio-kun games is that late 80's vibe they have, and this game have it even with some modern cameos around the stage. i really like it.

Suggestions:

- Dunno if it's planned to be added in subsequent stages, but would be great to see those cutscenes found in the first arcade game where Hiroshi is beaten by the enemies of the stage, it's so awesome!
- Could be great to have items and be able to pick and use the dropped weapons enemies carries, as well as throw them for massive damage.
- Regarding moves that breaks the enemies attempt of mobbing you, perhaps could be a good idea to make these moves have a cost in the super bar, like half of it for example, to make things more balanced and avoid the player of exploiting this mechanic!
- The fast pacing and frenetical fights are a great aspect of this game, but it also makes some moves too risky to use, like the classic face beating when the enemy is down in the ground, forcing you to use the jumping stomp or even ignore that they're down instead.
- I played in normal difficulty level, but I feel that The boss fights are similar to an average crowded enemy fight, in the sense that it's just how you gather all the enemies together and beat all of them at same time and for this reason, I rarely managed fo see the boss attacks. So, I'd like to suggest that during boss fights instead of letting the normal enemies to come over and over during the entire battle, perhaps would be good to set a limit of enemies respawn and make the boss fight more "dangerous" instead, not harder or unfair, but similar to how kunio kun and double dragon boss fights usually are: bosses are tough, have some mechanics (can block, use special attacks, can counter you etc etc) => But since this one is a more heavy suggestion, you can ignore it if go against your producing plans or could cost too much time ;3

-By any chance, Did you have played "Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok" before? 😁
 
My thoughs and suggestions about this game

- That's a really awesome interpretation of The first Kunio kun game! like the original, the sense of being in a street fight is great, but your game is much more frenetic!!
- The sprites and art style, specially the colorful portraits, are really top notch. the way the game puts characters as model A (male) and model B (female) is sucint but satisfactory.
- The game is really super fast-paced and responsible, and albeit it indeed have some level of difficulty, it's pretty fun to play!
- Something I really like in Kunio-kun games is that late 80's vibe they have, and this game have it even with some modern cameos around the stage. i really like it.

Suggestions:

- Dunno if it's planned to be added in subsequent stages, but would be great to see those cutscenes found in the first arcade game where Hiroshi is beaten by the enemies of the stage, it's so awesome!
- Could be great to have items and be able to pick and use the dropped weapons enemies carries, as well as throw them for massive damage.
- Regarding moves that breaks the enemies attempt of mobbing you, perhaps could be a good idea to make these moves have a cost in the super bar, like half of it for example, to make things more balanced and avoid the player of exploiting this mechanic!
- The fast pacing and frenetical fights are a great aspect of this game, but it also makes some moves too risky to use, like the classic face beating when the enemy is down in the ground, forcing you to use the jumping stomp or even ignore that they're down instead.
- I played in normal difficulty level, but I feel that The boss fights are similar to an average crowded enemy fight, in the sense that it's just how you gather all the enemies together and beat all of them at same time and for this reason, I rarely managed fo see the boss attacks. So, I'd like to suggest that during boss fights instead of letting the normal enemies to come over and over during the entire battle, perhaps would be good to set a limit of enemies respawn and make the boss fight more "dangerous" instead, not harder or unfair, but similar to how kunio kun and double dragon boss fights usually are: bosses are tough, have some mechanics (can block, use special attacks, can counter you etc etc) => But since this one is a more heavy suggestion, you can ignore it if go against your producing plans or could cost too much time ;3

-By any chance, Did you have played "Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok" before? 😁
Thank you for your suggestion. We plan to include scenes where Hiroshi is harassed in each stage. We've already designed the system to do so, so it's feasible.

We've been experimenting with various options since the demo was released.
We're considering recovery items and weapons, but the recovery items have been finalized,

and we're also implementing a way to escape from critical situations by consuming the SP gauge and using a Mega Crash.

I think it's a good idea to reduce enemy spawn rates during boss fights and create unique boss challenges and patterns.

Feedback is always welcome.
 
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