Fatal Revenge: 2d Arena shooter

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From the Asset Store
Rat Arena
$100 USD
Try to defeat the enemy rat! Use magic wand, sword and shield.
  • Youtube Gameplay

    Hi all

    Fatal Revenge is the game i am working on for about 3 months now.

    Still going strong

    All Characters have their Counterparts

    Meet

    Gsus & Satan Baby

    Afrodite & HyperGnome

    Coward & Indianus

    Fatkid & Skinner

    Frankeinstein & SmartAss

    Rapbi & Ubermensch

    The game is set in a Mental Asylum where these characters are locked away for good reasons.

    In the Asylum they battle eachother to death to earn their freedom.

    Detail: 2 player vs arena battles in a living large asylum with 16 large rooms.

    Youtube Gameplay

    Thanx for taking a sneak peak.

    Any suggestions are welcome.

    Kind regards.

    Savvy001

  • Looks decent for an arena shooter but (imo) it's too dark. As in, it's hard to see where you're going but maybe it works better when actually playing it. If I was to do that game, I'd probably have the limited visibility as something you can curse the other player with ;p

  • Looks decent for an arena shooter but (imo) it's too dark. As in, it's hard to see where you're going but maybe it works better when actually playing it. If I was to do that game, I'd probably have the limited visibility as something you can curse the other player with ;p

    Thank u very much for the headsup!

    As you are correct, i am stil thinkering with the lighting.

    At the moment im going to look into creating a less darkened overlay.

    The goal here is "scary" atsmosphere but still in favour of the gameplay.

    In a earlier version i had a gun that shot black spots on screen, to as you say "curse" the other player.

    But it turned out less usefull than imagined as beta testers and myself kept evading that gun.

    Thanx again for the feedback!

  • Yeah only you'd know since you can test it. I was only going by the video which isn't always reliable for showing how fun a game is / can be.

    As you said, you tried the cursing thing but it didn't work out. I imagine it's because the other player can still kill you while you have a "crappier weapon". Did you try freezing the other player for a few seconds when shot by that gun? It would give the other player a chance to escape.

    Or possibly some NPC enemy that floats around and curses a player on contact or something. Or even use triggers so as players get closer to this trigger, the overlay gets darker?

    I don't think the limited visibility thing should be taken out completely. You could even have one level where all players have limited visibility..

  • Yeah only you'd know since you can test it. I was only going by the video which isn't always reliable for showing how fun a game is / can be.

    Thats absolutely true.

    As you said, you tried the cursing thing but it didn't work out. I imagine it's because the other player can still kill you while you have a "crappier weapon". Did you try freezing the other player for a few seconds when shot by that gun? It would give the other player a chance to escape.

    U imagined correct.

    I have not tried that but a stun gun is a great idea, i'l start working on that.

    Or possibly some NPC enemy that floats around and curses a player on contact or something. Or even use triggers so as players get closer to this trigger, the overlay gets darker?

    At the moment there are 2 different npc's

    1 = spiders

    2 = ghosts.

    Spiders are "room" specific as each room wil have its own life forms crawling and creeping doing damage to both players.

    The gosts are basicly pickups which spawn in favour of that player while cursing the other player with mini ghosts.

    I don't think the limited visibility thing should be taken out completely. You could even have one level where all players have limited visibility..

    Unfortunatly Visability cant be set specific to a player, execpt for the character flashlight, i think your idea can be a good guide for how to utilize that.

    After your post yesterday i tested setting the "darkness" overlay to 90% and that worked out much better

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  • Ahhh well looking forward to seeing the updated version with your changes / additions

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