I agree with many of the concerns OP mentions, especially the need for a variety of engaging games. The demo game feels a little too cartoony for my taste, would love to see more titles in different styles.
Another concern I have is how can it help reinforce proper posture, body positioning, and footwork? I realize this is very difficult to address, but those fundamentals are extremely important and seem to me to be areas where many beginners could develop bad habits if not corrected somehow.
We're absolutely on-board with the idea of multiple games - we have the launch title being developed (that you've seen in our current artwork), and others in mind. Out of interest, what would be your preferred style of game for combat fitness? We've had some good discussions around this in our Discord server.
To your concerns re: body posture and movement; you couldn't be more right about the importance of getting these aspects right. We have experience both within our team and our advisers covering everything from international boxing to prosthetic design - we are taking the ergonomics and science very seriously for this exactly reason.
I'm imagining a branching "storyline"/exercise routine. One path might have many very weak enemies that take somewhat precise combos where another might have stronger minibosses where its a slugfest.
We love boxing for its exercise impact—until you try it, you have now idea how quickly punching can get you out of breath! The main resistance is indeed to straight shots, but as we add new movements and improve our game and motion tracking, it is feeling more and more satisfying.
Blocking is quite natural—when your arms are blocking your face in real life, so too are your character's! Totally agree that variety is needed to keep people engaged, which is why we're developing a range of motions beyond traditional boxing strikes that players must perform during a session. We'll also be including a selection of modes, including a training mode which lets players jump straight into a fight when they don't feel like playing the main story. And yes, beyond our initial release and our ongoing support for it, we plan to open up the Quell system to other developers, via partnerships or otherwise, and grow into an ecosystem of immersive games aimed at our core desire to make working out fun, efficient and accessible.
Since it's all you do, the punching must be satisfying. In addition to the resistance of the bands, I wonder if there is any sort of haptic feedback on contact? That seems like it could be very satisfying to me.
As for the haptics, check our stretch goals on Kickstarter! It's something we're very interested in...
Having done a little bit of boxing, it's a pretty good full body workout. It's hard to say how the resistance bands would feel compared to a punching bag though. Also: how do they work for different punches like uppercuts?
How would you track blocking? How accurate is the position tracking? The tracking animation notably only measures one dimension (extension), not the direction in 3D. That seems quite hard just with the bands.
Another concern: I feel like for many users the punching motions would get boring really quickly.
Engaging game(s) would be key. Since it's all you do, the punching must be satisfying. Including making me "feel" the impact. That means: smooth animations with accurate position tracking, quality audio, ....
What I see in the video does not work so well for me. Having some variety would also be key. Eg have a basic boxing ring available for mindless punching, but also a more engaging RPG style game where you don't punch all the time - for longer sessions.
Building full-fledged quality games in addition to the hardware seems like a very big task.
Have you thought about searching for interesting indie games (including the various VR boxing variations) and looking for partnerships?