BULLY PRODUCTIONS · IN DEVELOPMENT · 3D ARENA FIGHTER · 1-2 PLAYERS
BUDOKAITENKAICHILL
A Budokai Tenkaichi-style brawler starring the Bully Productions cast. Fly anywhere, dash in, string combos, knock your rival through rock pillars, charge your ki, then settle it with supers, ultimates and beam struggles. Eight fighters, three arenas that break apart, a full set of menus, and side-by-side split screen.
The trailer is real gameplay. The game recorded it itself, with its own synthesized music and sound effects.
Three arenas, and you can break them
Each arena is built in Blender from code. Palms, rock pillars, lamp posts, parked cars, hydrants and water towers all break. Fighters knocked into walls leave craters, and anyone knocked into the sea skips across it.



The roster
Every fighter has a stance, a victory pose, two supers and an ultimate of their own. Health comes in 3 to 5 bars depending on the fighter, ki in 5 cells, plus blast stocks for vanishes and bursts.
On vacation. Permanently. H.O.S.E. does the heavy lifting.
SUPER 2 HYDRO CANNON
ULTIMATE TIDAL CHILL
Horns first. Questions never.
SUPER 2 GROUND POUND
ULTIMATE BULL RUSH STAMPEDE
Fast, rude, and aiming for whoever is winning.
SUPER 2 COO CANNON
ULTIMATE THE FLOCK
A billy goat with a cane, a cardigan and opinions.
SUPER 2 GET OFF MY LAWN
ULTIMATE ROCKING CHAIR FROM ABOVE
Mostly slow. Very steady. Invented a beam in 1952.
SUPER 2 TORTUGA-HA
ULTIMATE TORTUGA-HA MAX
Pelican fisherman. Throws fish. Hard.
SUPER 2 POUCH CANNON
ULTIMATE THE BIG CATCH
Five health bars of goop with a grudge.
SUPER 2 SLUDGE STREAM
ULTIMATE BELLY FLOP APOCALYPSE
A goop blob with a dream. Bounces back from anything.
SUPER 2 GLOB BEAM
ULTIMATE MEGA BLOBBY
Supers, ultimates, beam struggles
A super freezes the action for a quick cut-in. An ultimate gets a full cinematic first. When two beams meet head on, the fighters mash to push the clash point across, and whoever loses takes both beams.






Menus and split screen



How to play
- MOVE / FLYStick or WASD, always locked on. RB/LB or Space/C to fly up and down.
- MELEEX or J: a 5-hit string. Up on the 3rd hit launches, down spikes. Hold it for a heavy smash.
- KI BLASTY or K. Hold it for a charged blast.
- DASHA or Shift with a direction. Hold to boost. Toward a far foe it becomes a Z-dash.
- GUARDB or L. Tap it just as a hit lands to vanish behind the attacker.
- CHARGE KILT or I. Hold it, but only when it's safe.
- SUPERSRT or U, plus melee, blast or dash, for super 1, super 2 or the ultimate.
- VANISH CHASEKnock them away, then dash to blink ahead of them and hit them again.
How it's made
- Procedural animation: Coco and Bully are skinned, and the other six are part rigs built in Blender from code. One animation system poses all of them. Attacks go from stance to wind-up to a snap into the strike, with hit-stop, flinches and squash on landing.
- Real split screen: each player's camera renders with shadows, bloom and grading, and the views and HUDs are composited into a single 16:9 frame.
- Every hit is a show: impact flashes, shockwave rings, craters with debris, afterimages, speed lines, camera shake and slow-motion K.O.s.
- CPU fighters close the distance, combo, guard and vanish on reaction, dodge beams or answer them with a beam of their own, charge ki at range, chase their knockdowns, and break out with Z-bursts.
- Tested by robots: headless tests play full CPU-vs-CPU fights on every arena, drive the menus and render every fighter in every pose. The trailer is one of those tests, recorded.
Concept and direction by Bully. Programming, procedural art and automated playtesting with AI-assisted development (Claude Code).