
Story-driven, first-person melee combat game. After being discharged from the military, a man turns to the occupation of a hired killer.
Modeled estimate, not a reported figure. How we estimate →
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About
All impacts lead to the head.
Overview
Realistic first-person combat system
Voice acting by real people
Graphics that focus on attention to detail
Cinematic cutscenes with choreographed action scenes
Gripping, gritty, and grounded story
After being discharged from the military for cowardice, a man rejected by society turns to the occupation of a hired killer. However, his latest assignment pushes him to his absolute limits.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
Unfinished game and unprofessional developer behavior 1/10 Impact to the Head feels extremely short and unpolished, with very limited content and no real atmosphere due to missing music and ambient sound. The gameplay also feels unbalanced and poorly playtested, leading to repeated deaths and frustration rather than progression. After refunding the game, the developer responded with highly unprofessional and abusive messages, including threats and attempts to intimidate me. This is completely unacceptable behavior and affected my overall experience. Overall, the game itself feels unfinished and lacking content, and the developer’s behavior after purchase raises serious concerns.
I highly advise anyone to stay away from this game. The Developer of this game/creator is very abusive and harassed a close friend of mine for simply removing an initial review. Other then that the game itself is lackluster, and has not much to offer. No Music, No Ambience and "gameplay" where you fight some sort of Superhuman Old Man who can survive virtually anything. Trust me he has like 8 Phases and you even fight his Wife, all of the fights are insanely frustrating and you just die over and over and over again. I would not even try this game, literally just stay away. You're better off wiping your butt with the money you would spend on this.
게임 어렵다
낭만있는 육탄전을 볼 수 있습니다. 또한, 스토리가 정말 진국입니다.
Geniunely the most bizzare thing i've played, and i cannot stop, this should not be as addictive as it is, I wanna see Arin lose his ♥♥♥♥ on this one. 5 blows to the head out of 5
Só tenho uma declaração: ESSE VEIO È MT FODA, não morre por nada. E se um indiano pedir pra você se retirar... só saia de uma vez.
what is the point of the game ? i dont ♥♥♥♥♥♥♥ know. is it a good game ? yes.
I had to stop writing this review at one point just to catch my breath from laughing. The more I thought about my experience with "Impact to the Head", the harder it became to keep myself together. At its core, the game is a simple first-person directional combat experience. The player can punch, while incoming attacks have to be blocked from one of four cardinal directions by moving the mouse toward the attack and activating block. Enemies vary the speed of their strikes, and sometimes fake an attack from one side before quickly switching to another, throwing off the player’s timing and direction. There are also a few inoffensive “mash the button” moments, along with a brief shooting section that seems intended less to add gameplay variety and more to heighten the narrative immersion. What is so funny about that? On one hand, the gameplay is clearly designed to create a tense hand-to-hand combat experience. It forces you to watch your opponent with full attention, react quickly, and strike with confidence in a fight-to-the-death situation. On the other hand, you are beating the crap out of an old couple for about half an hour. Yes, your opponents are some old dude and his wife. No, they are not intimidating fighters or villains. As far as the story reveals, the main character is a pathetic loser turned into a thug for hire, sent into a house to beat up its inhabitants. The intensity of the gameplay, combined with the length of this epic battle against two elderly, unathletic people, creates a truly bizarre contrast. Once I put it together, I could not react in any other way but laugh out loud. However, I was also intrigued by the fact that I had to verbalize my thoughts before I realized the asurdity of the situation. Why did I not understand what I was doing while I was beating up the old man? Or at least when I got a breather, mashed the “E” button, and watched the main character spin his old lady 360 degrees by her hair? I thought about this for much longer than was reasonable, but eventually I found an answer that satisfied me. To play a game, you must accept its terms: its goals, its rules, its playfield, and your role within it. You agree to do what the game asks, and within its world, to be whoever it says you are. In other words, you voluntarily grant the game a kind of unquestionable authority over you in order to engage with it. Of course, this authority is benign, and it disappears the moment you choose to stop playing. But it is still authority. Usually, this authority goes unnoticed. Through repeated exposure, the game’s demands begin to feel like the player’s own desires and internal motivations. Video games are especially good at obscuring this authority because they can use audiovisual and narrative tools to immerse the player like no other medium. Playfields become worlds. Rules become capabilities. Goals become meaningful pursuits. Roles become identity. Players do not see the game; they see themselves. However, the authority of Impact to the Head can be revealed and identified. In fact, it can even be conversed with. The terms of this game were devised by a single artist with a vision: W0nnaFight. With this in mind, I have to say: I consistently find myself repulsed under W0nnaFight’s authority. The goals he gives me disgust me. I detest doing what he demands of me. I do not feel good assuming the roles he gives me. I do not like the places he puts me in. And I really enjoy the experiences his games provide as a result. That may sound contradictory until you realize that W0nnaFight makes horror games. The horror genre allows us to voluntarily experience the unpleasant. It lets us approach fear, disgust, helplessness, and revulsion without actual risk. W0nnaFight’s games are horror games, but their horror does not come from the usual place. Most horror focuses on giving the player a sense of acute external threat. W0nnaFight’s horror, however, focuses on a very specific type of existential dread: the horror of being trapped inside an undesirable life, forced into a role you do not want, doing things you do not want to do, stuck in a place you desperately want to leave. In such a scenario, the worst part is not hitting rock bottom. It is everything that comes after. W0nnaFight’s games show a part of someone’s “unhappily ever after.” Thank God his games have an “exit” button, and that it is an actual button rather than an euphemism. With that said, I think I understand why the contrast between the absurdity did not immediately register with me: I was blindly following the game’s authority. The scary part is that there is nothing fundamentally unique about that kind of authority. I was just following orders. The authority’s demands felt like my own will, and my values only revealed themselves once that authority was gone. Good thing I learned that about myself within the consequence-free safety of a horror game! Lucky me, this experience and W0nnaFight’s vision provide a couple of helpful rules of thumb. The first is to identify the relevant authority in high-stakes situations. Are you following your own will, or someone else’s orders? The second is this: if you are repulsed by an authority, then you will probably be repulsed by what it makes you do. Vice versa applies. Perhaps it is useful to look at the forces that govern our lives and give them a quick vibe check. So, is Impact to the Head worth your time? It depends on whether you want to play a game or seek an experience. If you want to play, the price is low and the game is short, so you are not risking much. I love directional combat games, and I had fun from beginning to end. If you seek experiences, then it is a definitive buy. Check W0nnaFight’s other games and buy them too. It is very hard to find a genuine artist. Consider yourself lucky to have learned about W0nnaFight. But hey, what authority do I have over your opinion?
To be upfront, I contributed some (very amateur) voice acting to the project so there's a little bias here, I probably wouldn't have tried this out otherwise! As a very short game this fluctuates between rage inducing gameplay segments with no music, to hilarious choreographed cutscenes, to genuinely hype moments where the music kicks in [spoiler] Airplane spinning an old woman by her hair, while you're mashing the E button, music out of nowhere, pure cinema.... [/spoiler] I don't know if I've laughed this much while playing a game but the tone is so weird and the catharsis of actually beating a segment may have broken my brain a little bit.... This game won't be for everyone and it doesn't have to be, I'm glad I played it and I'm glad that weird little short experiences as a whole are still being made to give me a break from playing Fallout NV for the 100th time
I broke into a mans house and beat him senseless in the most cartoonish way possible. I really don't understand what I'm doing. This feels more like an art project than a game, but what can I say. I like art. I paid 2$ for this, which is the same amount of money I would spend on an arcade claw game. Not a bad deal
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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