Call it micromanaging or a daily grind, but it comes out to the same thing -- redundancy. Punch Club suffers from a wash-rinse-repeat syndrome that takes what might have been a fun and addictive game into the realm of common routine, which grows tiresome. Fights are computer-controlled, but players can select which skills to use from skill trees that have to be unlocked (including punching, kicking, and defensive and tactical moves). Once you hit that fight button, though, it's hands-free fighting. Keeping your four traits (health, food, mood, and energy) filled up can be easy, but with working and training (and the actual fights), it tends to bog down a bit.
The retro, 16-bit graphic look works on some level, giving the game a distinctly retro look, but one of the transition effects (going into the sewer) pulls a video effect that looks eerily similar to a complete graphics crash -- which isn't particularly great. As for the control scheme, the point-and-click mechanics are easy to use, but what isn't easy to figure out is how to add skills (hit the scroll button on the mouse, just FYI). There's no tutorial, and some of the text speech seems stilted and written for a younger set. Understandably the developers appeared to not want this game to be a button-mashing twitch exercise, but the dodge/block, kick, punch, turn-based automation does thin out the fun factor. The idea of Punch Club was initially on the right track, but it just has too many stumbles to knock out of its flawed gameplay.