
Boxes with his fists, ends it with his horns. Heavy, hits like a truck.
- RAGE PUNCH (hold to charge)
- BULL CHARGE
- ROCKET UPPERCUT
- STAMPEDE STOMP
Bully Productions · Platform fighter · 1-4 players
Every character from the Bully Productions games in one fight. Bully, Coco & H.O.S.E., Pidge, Pops, Abuelo, Capitan Pico and Sludge Daddy rack up damage, launch each other off the screen and fight over the last stock, on a fishing dock, a rooftop at 2 AM and a secret pink void.
The trailer, cut live from the game and recorded straight out of it, with the game's own synthesized music, effects and announcer.
Seven fighters, each with a full moveset: a jab chain, three tilts, a dash attack, three charged smash attacks, five aerials, a grab with four throws and four specials. They're all animated live, and none of it is stock: Bully bounces in a boxer's guard, Pidge head-bobs, Pops leans on his cane, Coco leans back.


Boxes with his fists, ends it with his horns. Heavy, hits like a truck.

On vacation. The pack is not. Lazy slaps, belly bumps and a lot of water.

Small, loud, fast, four jumps. Death by a thousand pecks.

Been on that stoop since '71. The cane is not for walking.

Ninety years old and harder than his shell. Heaviest of the regular-sized.

Tall, floaty, three jumps and the longest reach in the game.

SOAKED's boss, shrunk to (barely) fighter size. Slow, enormous, and he'll eat you. Literally.
Every stage is built in Blender from code, lit by a real sun (or moon) with soft shadows, and has its own synthesized theme.

The fishing dock off Isla Chillo (SOAKED's island sits on the horizon), with the fish stand awning, a lookout made of crates and the sign gantry up top. Gulls overhead, a sailboat bobbing past, a calypso fight theme.

A brownstone roof at 2 AM: the water tower deck, the billboard catwalk under the Bully Productions sign, and a window-washer's scaffold that rides up and down the side of the building all match long. Neon flickers across the street.

The secret from SOAKED's lighthouse. A tiled island floating in pink dusk with three blocks that drift up, down and sideways, so the platforms are never where you left them.
It plays by the rules of the series it's paying tribute to. Damage percent goes up, and the higher it is, the further you fly. Knock someone past the edge of the screen and they lose a stock.



Plug in up to four gamepads, or put two players on one keyboard. Press A (or Enter) on the select screen to join.
| Move | left stick |
| Attack | A |
| Special | B |
| Jump | X / Y |
| Shield / dodge | LT / RT / LB |
| Grab | RB |
| Smash attacks | right stick |
| Taunt | d-pad |
| Move | W A S D |
| Attack | J |
| Special | K |
| Jump | Space |
| Shield / dodge | L / Shift |
| Grab | I |
| Smash | U + direction |
| Taunt | T |
| Move | arrow keys |
| Attack | Num1 / , |
| Special | Num2 / . |
| Jump | Num0 / M |
| Shield / dodge | Num3 / / |
| Grab | Num5 / ; |
| Smash | Num4 / ' + dir |
| Taunt | Num6 |
Title screen over a live CPU fight, a main menu (Versus, Training, Options, How To Play), a select screen where every player drives their own cursor, sets CPU levels and picks colour alts while their fighter idles in 3D, a stage select, stock or timed rules, pause, and a results screen with the winner posing while everyone else claps.






Every move is a set of keyed poses on a shared 19-bone skeleton: anticipation, a strike with overshoot, a follow-through, with the striking limb stretched on the fast frames (a smear), a swoosh trail behind it, and squash and stretch on landings and launches.
Concept and direction by Bully. Programming, procedural art and automated playtesting with AI-assisted development (Claude Code).