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Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving.
Taufner handled the initial blockout and gameplay, while I did the art pass and tweaks. The collaboration here was ideal because I didn't feel like doing gameplay stuff, and Taufner didn't want to art pass, so we exchanged duties and took turns working on the level. My art pass also needed to punctuate Taufner's progression.
They are still key areas for gameplay with major fights. To honor the map's nonlinear multiplayer heritage, I try to support multiple nonlinear solutions since you can improvise different routes / tackle fights in different orders: Snipe the Spawns from the bridge, maybe with Lightning or Grenades (expensive) or with all your shotgun ammo.
Since I was a child, I always found myself surrounded by art, because most of my family were artists (ballet dancers, painters, musicians). One day I discovered video games could be much more than just ‘entertainment products’, and fell in love with the idea of mixing all the things I loved about art in a new medium.
It’s used to both fight enemies and solve puzzles. Playtest early. On one hand, I get to do what I love to do, especially game design, storytelling, and art. I tried to make players wonder about life and its meaning – kind of like the Deus Ex games. Another unique point is the weapon. How do you deal with that? “
The arena has a little observation deck with a little floor hatch to drop down into the fight when the player's ready. Following a pattern from one of my previous maps "Daughter Drink This Water" , each arena gradually unlocks with neighboring arenas after the fight. I started by blocking out a small arena.
Former Street Fighter designer / Evolution staff member / writer of competitive gaming guide is working on a new fighting game focusing on easy execution, great online play, and will be free to play." It's clear that we're cut from the same cloth and have similar experiences with competitive fighting games. Did you hear the news?
It should feel surprising and overwhelming to fight so many so early in the map. When the player backtracks to find the key they may have missed, they will fight these ogres, and hopefully notice the silver key at that point. This time I throw a dozen dogs at the player at the beginning. Because brutalism.
If you hate the game you’re playtesting, do something different. Tasty Humans is about monsters fighting humans instead of the other way around, which gets a sick laugh out of everybody who sees the game. Don’t just playtest it and refine the mechanics. This is the art for Spectrum in War Co., is the art.
Yomi was "a fighting game in card form" that I made before making the actual fighting game Fantasy Strike. Now, Yomi 2 is a re-imagining of that fighting-card-game concept. These are updated pretty often based on feedback and playtesting from patrons.
These women were part of the first She Got Game mentorship program by the Swiss Arts Council, Pro Helvetia, which aims to promote equal opportunities in the global video games scene. Then someone told me about a game developer in our community who had developed a fighting game based on their comic.
I want to show you some of what I'm working (Codex, Flowchart, and a Fighting game) and tell you about Patreon. Patrons helped playtest and also just point out errors or give suggestions how to improve things. Codex, Flowchart, and now.the Fantasy Strike fighting game (yes, really!). Instead.it's fun.
But, as I talked about above, it’s a new KIND of deckbuilder, in a bunch of ways: Eight asymmetric, fighting game style characters with their own abilities, strengths and weaknesses. The star of the show for this game is surely going to be the amazing art, which is by Christina Zhong. It’s a deckbuilder!
Ovidiu Mantoc – Level Design, 3D Art. Gabriel Tanko – Concept and 2D Art. Cosmin Coroiu – 3D Art. Dragos Geomolean – Additional 3D Art. Everything would work out as designed if the player started fighting in the new area but of course players will surprise you. Fix the problems we identified during the playtest.
art, design, technology, physics, coding, music, maths, 3D, problem solving, empathy, and fun!” Feedback from playtest sessions with friends or players is really important. One that could run, jump, swing, climb, fly, flip and fight in a fluid way. It’s the combination of all the things I enjoy doing (apart from marketing!):
For the first version of the game, we decided to have only a single-player version, where the players would fight against the AI. Before we started the development of our next game, we made a lot of versions of the art style and tested the market interest. What is the arte styles of these games? Are they top of mind games?
ASCII art for Exiles prototypes. So I reimagined them yet again, taking into account their unique targeting mechanics and what that means when fighting other bots. As is the changes are too new and we’ll have to see what real playtesting turns up. Overload utility art. Fine tuning.
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