Monday, October 19, 2015

SpellStrike: The First Beta

       SpellStrike started out as a simple concept. I wanted to make a game where two mages were battling. Of course I also wanted this game to be an MMORPG, but that is just not possible in 6 months(for obvious reasons). So I decided to make a two player fighting game where players can cast spells to hit each other in a confined space. The first spell was obvious, a fireball. No mage battle is possible without those, and soon followed all the other spells. A lightning bolt, rock throw, and tsunami wave. So now I had an elemental battle taking place so I decided that elements combine in real life, why not combine them in my game. So rock and fire made magma, water and rock sprouted trees, and the other combinations are equally as epic.
       My role in making this game was the designer. I was in complete control of the direction the game took and made all final decisions on gameplay mechanics. I attempted to balance the game and made sure that no one spell or combination of spells would be deemed too powerful, by providing an adequate in-game response to any particular spell. As I played the game today some was spamming the rock throw against me, so I countered with the tsunami turning them all into trees, which absorb all damage except fire. Someone tried to get me with the tsunami so I countered with the fireball, turning it into a raincloud that heals me. Every spell I hope has a counter.
       People seemed to really enjoy the game and thought very highly of all the spell mechanics. And the answer to the question are the trees OP was answered. They are not! In my own play testing I thought perhaps they were a bit overpowered but one person suggested the fireball leaving a damage over time on the tree, which I thought was fantastic. It leaves the tree there to suck up damage but the player doesn't need to constantly shoot 4 fireballs into a tree to destroy it. Some players thought the game was a bit too fast and I agree to an extent. As some other people suggested high speed usually equates to high level of play, which I absolutely agree with as well. But I do think the spells speed could go down a couple notches or leave room after casting so players can't cast multiple spells in a row. Overall, the response seemed great and I can't wait to keep working on this game.

Here is link to a dropbox download of .exe file
https://www.dropbox.com/s/8rea8q4i1mcaq4j/Project1.exe?dl=0

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