Green Guy Blue Guy Logo

From Crawlers to Knuckleheads - the growth of Snakes with Fists

By Joe Little • 2025

When Snakes with Fists first began, the experience was intentionally minimal: a single character, a basic punch, and one enemy type. The foundation was simple, but it left plenty of room for expansion.

After showcasing the game at events like DreamHack Dallas and DreamHack Atlanta, that foundation began to evolve rapidly. Observing a wide range of players interacting with the game provided immediate insight into what worked and what could be improved.

Player Feedback → New Mechanics

One clear trend was player excitement around timing-based risk-reward systems. This led to the introduction of the Perfect Parry, rewarding precise timing by deflecting attacks and restoring a small amount of health.

Building on that idea, the Finishing Punch was introduced. When used on weakened enemies, it delivers a high-impact knockout sequence while granting a health bonus. Both mechanics emphasize timing, precision, and intentional aggression.

Expanding the Enemy Roster

The early crawler enemy served as the initial testbed for combat systems, but new enemy types were introduced to diversify encounters:

Knucklehead Bruisers — Close-range fighters with heavy hits.
Knucklehead Sluggers — Armed melee attackers using blunt weapons.
Knucklehead Gunners — Ranged enemies applying pressure from a distance.

Each enemy type introduces a distinct combat rhythm, requiring players to adapt strategies dynamically during encounters.

Why This Matters

The evolution of Snakes with Fists is directly tied to player interaction. Live feedback from conventions and showcases has played a major role in shaping mechanics, pacing, and enemy design.

What began as a simple prototype has grown into a more complex system built around responsiveness and player expression. Continued testing and feedback remain central to future development.

— Joe

From Crawlers to Knuckleheads - the growth of Snakes with Fists

When I first started building Snakes with Fists, the demo was about as simple as it gets: a single player character, a basic punch, and one kind of enemy — the humble crawler. It was fun, but it was also bare-bones. I knew there was room to grow… I just didn’t know how much.

Fast forward through DreamHack Dallas and DreamHack Atlanta, and suddenly the vision started expanding in ways I hadn’t imagined. Watching hundreds of people play the game — from speed-running teens to parents trying it with their kids — gave me a ton of real-time feedback. Players didn’t just tell me what they liked, they showed me, and that shaped where the game went next.

Player Feedback → New Mechanics

One of the biggest things I noticed at DreamHack was how much players loved risk-reward mechanics. People lit up when they got a perfectly timed block or landed a satisfying hit. So, I added the Perfect Parry — nail the timing, and not only will you deflect the attack, you’ll restore a little health.

That idea snowballed into another new mechanic: the Finishing Punch. Land this on a weakened enemy, and you get a stylish, over-the-top knockout plus a health boost. Both features reward skill, timing, and a bit of daring.

Expanding the Enemy Roster

At the start, our poor crawlers were taking all the punches. Now they’ve got company — and some of it’s not so friendly: Knucklehead Bruisers – Prefer hand to hand and hit like a truck. Knucklehead Sluggers – Carry bats and love to knock you around. Knucklehead Gunners – Keep their distance and pepper you with projectiles. Each new enemy forces players to adapt their strategies — and watching that play out in the booth was incredibly rewarding.

Why This Matters

Every one of these additions — from the Perfect Parry to the expanded enemy roster — came from seeing how people engaged with the game. DreamHack wasn’t just about showing off Snakes with Fists; it was about building it together with the people who will eventually play it. The demo has come a long way from those early days of just punch vs. crawler, and there’s still more to come. The more I see players laugh, shout, and yell “NO WAY!” at a surprise enemy attack, the more I know we’re on the right track. Thanks to everyone who’s tried the game so far and given feedback — you’ve made Snakes with Fists better than I could have done alone. Next stop: more chaos, more enemies, and maybe… just maybe… even bigger fists.

– Joe

-->