Brutheon
https://morolops.itch.io/brutheon-mvp
Project summary
- Your aim is to take down your opponent.
- You begin by selecting character and then going into the 1v1 battle with your friend.
- The game itself does not respond to your actions, but you have a friend to do that.
- As time goes by, you get better at the game, hopefully so does your friend, so the fights become more intense.
- There is nothing to keep up with, in the game process.
- The player fails, when he loses to another and succeeds when he/she can beat the opponent.
Milestone 1
UI Mocks
List of features
Players can:
- move around (jump)
- shoot the gun
- destroy the terrain
- damage and finally kill each other
If one of the players loses all of his lives a winner will be declared.
Players can restart the match after the winner is announced.
Pictures
Milestone 2
Added grenades, sounds, background animation and menu.
Pictures
Milestone 3
Peer review
We reviewed Forest Throwdown.
It was really cool that you decided to go for a 3D game, not many other teams went down this route. Things that could be improved:
- A timer or countdown to show when a wave is going to spawn would be nice, right now the trees make detecting enemies and knowing when a wave starts quite challenging.
- It is great that you have different types of enemies that require different amounts of damage to kill. Maybe the variety of enemies could be further improved, for example enemies that can teleport or heal other troops or fly or attack the player back.
- It is obvious that the enemies have only one goal: destroy the altar, however, it would add a lot to the game, if the enemies interacted with the character as well. Not stricly even fighting the character, but if the character blocks the way of an enemy, the enemy could make a sound effect or push the character out of the way.
- The controls take some getting used to, it would be nice if you could look around just by moving the mouse, instead of holding down right click, also it would be great to be able to move left and right as well, right now moving slightly to either side is a hassle.
- The upgrade system is quite bugged, if you buy extra health, you also get the speed upgrade, which itself is really wild. The speed upgrade makes you basically flash from one end of the map to the other.
- The upgrades themselves could be changed a bit, maybe have different tiers of upgrades and make the upgrades get more expensive, the more you buy them.
- A short melody plays upon dying, this is nice, maybe you can add more music, to the menus or even when the game is still going on. Great soundtrack makes for great atmosphere, which makes for a great game.
- The ranged enemy's animations work a bit weird. Sometimes he causes damage just by standing, only sometimes does he draw and fire an arrow. Basically the animation and the damage aren't in sync.
- The map acts funky in certain places, for example you can get stuck around the small hills and some parts of trees. The map is otherwise really nice.
- Maybe add some lore behind the game. You say in your wiki page that the game is about "A cursed lumberjack who has to save an altar of the forest god from monsters to become free." This sounds cool, hope you have enought time to implement it.
- It is cool that being in the upgrade menu doesn't pause the game, why should enemies wait for you to purchase upgrades.
Some bugs/abnormal behaviour that was found:
- The speed upgrade makes normal movement basically impossible
- In one playthrough, after killing 4 enemies, the enemies just stopped spawning, I searched for them throughout the whole map and finally found one enemy who was stuck in a corner and a couple meters above the ground. After killing him, normal spawning resumed.
- Sometimes the ranged enemy doesn't need to shoot an arrow to do damage.
- If the altar gets destroyed and then the game is restarted, you aren't able to move and you are stuck a couple meters above the ground. You have to pause and then un-pause to continue moving normally.
List of features
Characters' teeny tiny feet are now moving when they run, weapons have muzzle flashes and correct sounds.
Weapons:
- Regular gun - is good when you start playing, since it has a low reload time.
- 3 round burst gun - one bullet has more damage than the regular gun, but also has a higher reload time, if you can hit all three bullets, which is not easy, then the damage is higher than sniper's.
- Sniper rifle - has high damage, but also long reload time, so you have to plan your shots ahead.
- Railgun - Can shoot through walls and kills the enemy with 2 shots, but every shot has a warning and the reload time is very long. Also can not aim while shooting.
Abilities:
- Bomb - Does a lot of damage, if all the fragments hit, which is quite impossible if the player keeps moving, but is more useful for destroying surfaces.
- Automatic turret - Fires bullets for 10 seconds, which flies straight and deals as much damage as the regular gun's bullets, but the speed of those bullets are the same as the player's moving speed, so it is meant more for holding lanes.
- Boomerang - Deals a little less damage than the sniper, but it is reusable and flies fast thus is easy to hit the enemy with. If both players choose boomerang, they can also pick up another player's boomerang.
Video: