Punch is a one-button boxing game. A string of opponents steps into the ring, and each one telegraphs his swings: one glove pulls back and glows red. Hold anywhere to raise your guard and block it. A blocked haymaker leaves him dizzy and wide open, so let go and tap to throw punches until he recovers. Knock him out to win the round, then the next, tougher fighter steps up. Opponents swing faster, fake you out and throw double punches as you climb. You get three hearts, plus one back for every knockout, and a new card of fighters every day to race your friends' ghosts through.
How to play Punch
- Watch the opponent's gloves. When one pulls back and glows red, a punch is coming.
- Hold anywhere to raise your guard. Keep holding until the punch lands on your gloves.
- After a block he's dizzy and open. Tap quickly to punch him. Each tap is one punch.
- Knock out his health to win the round. Get hit three times and you're down.
Tips to get a high score
- Block late: raising your guard just before the punch lands is a PERFECT block and keeps him open longer.
- Don't punch while his guard is up. You'll bounce off, stagger, and he'll swing straight back.
- Brave move: tap the instant he starts winding up for a double-damage COUNTER.
- Holding your guard wears it down. Let go between attacks so the guard bar refills, or it breaks.
- Later fighters fake a swing, pause, then throw it for real. Keep your guard up through the fake.
How the fighters get tougher
Every new opponent has more health. The first goes down after four punches, each one after that takes one more, and from the seventh fighter on it's ten. A counter does two damage, so it's worth two normal punches.
Their timing tightens with every knockout, and a little with time. The first fighter's wind-up lasts about two-thirds of a second and he rests one to two seconds between swings. By around the twelfth opponent the wind-up is down to a quarter of a second, the rests are under a second, and after that the wind-ups keep getting shorter.
New tricks arrive early. From the second fighter he can feint, and from the third he can throw doubles: a second, quicker wind-up straight after you block the first. Late in a run about a third of wind-ups feint and up to four in ten are doubles.
Making every opening count
Your score is the number of opponents you knock out. Punch combos, PERFECT streaks and the gold +1 coins (which go towards hats) don't add to it. What matters is how much damage you land before he recovers.
After a normal block he stays open for almost a second early on, shrinking to about half a second later. A PERFECT block, raising your guard no more than a sixth of a second before the punch lands, keeps him open 30% longer. You can punch about every 0.15 seconds, so a late block often buys an extra hit or two.
Counters land only in the first 40% of a wind-up: about a quarter of a second against early fighters and a tenth of a second later on. Try them early in a run and switch to block-then-punch as the wind-ups shrink. Each knockout gives back a heart, up to three, so one clean round repairs one mistake.
Mistakes that cost hearts
Punching when he isn't open. A tap while he's resting or mid-feint bounces off his gloves and staggers you for almost half a second, and you can't block while staggered. He answers with a fast swing you can't counter, and later in a run it lands before the stagger wears off. A tap late in a wind-up just whiffs, but your guard is down when the swing arrives.
Holding the whole time. A held guard drains completely in two and a half seconds and takes a bit over a second to refill, and each block costs about an eighth of it. If it empties, it breaks and you're stunned for most of a second.
Slow taps. A punch only fires if you let go within a fifth of a second of pressing. Anything longer counts as a block, so keep taps short and crisp during an opening.
Daily levels and ghost races
Today's Punch level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
How do I punch and block with one button?
A quick tap (press and let go) throws a punch. Pressing and holding raises your guard for as long as you hold.
What counts as a round?
Each opponent you knock out is one round, and that's your score. You heal one heart after every knockout, up to your full three.
Is it free?
Yes. Every Tapamine game is free to play in your browser with no download and no account.
Does it work on my phone?
Yes. Tapamine is built for phones first: portrait, one thumb, and it works offline after your first visit. It also works with a mouse or the spacebar on a computer.
How do challenges work?
After a run, tap “Challenge a friend” to send a link. Your friend plays the exact same level and races your ghost — a replay of your run — to see who wins.
Add Punch to your site
Punch is free to embed on your blog, class page or website. Paste this code:
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