Assignment 3 Iteration and Changes

 


Just because I had to work on assignments doesn't mean I'm missing Halloween.

I'm working hard, the whole team is, its coming up to end of semester and everything is due. After much playtesting and many meetings with the team we have agreed that some things need to change in Lethal Cuts. Blocking is terrible, its not fun or effective. Infact most people couldn't figure out it was a block without it being explained. The Air attack is kind of useless because it only works against other characters in the air and as there isn't any other reason to be in the air its just not used. Worst of all and maybe this is a result of the other issues, every match becomes both players slamming the attack button as fast as possible while standing in front of each other. The silver lining is that apparently thats pretty fun as most of our feedback has been really positive. 

I think, and play testers agree, that the game need more movement and more reasons to move. As such I want to implement a dive kick air attack. Talking with my group mates a lot of ideas were thrown around, ranged attacks, magic spells, heavy attacks, etc. I think if just the dive kick is implemented it will immediately shift the focus of the game to movement, avoiding the dive kick while on the ground, avoiding the air attack with attempting to line up a dive kick and avoiding the ground attack after missing a dive kick. I also think the block should simply be removed entirely. it could be fixed with careful balancing but even fixed it wont be as fun as interacting with the weapon clash mechanic and it slows the game down where I want the game to be faster. 

It is most likely we wont have the time to work on these changes before end of semester but would be happy to continue to develop the title after this unit is complete.

Comments

Popular posts from this blog

Introduction & how I got into games

Exploring Gdevelop: Part 3, Shifting Gears

Platformer Pitch: AxeMan Adventures