itch.io download link: https://youngjord.itch.io/an-okay-game
Our game was called CyberDome, an asymmetrical 2 versus 1 / co op arena combat multiplayer game. The game is set in the CyberDome, a futuristic arena made for the most glorious combat.
There are three players in our game. Two players are in the same team and the third one is against them –
Player 1 (Light) – They have the ability to use a jetpack to navigate around the environmental and are equipped with a quick fire laser gun. This makes them more agile but less impactful in terms of damage and hence they have to work in accordance with the other player to win the game. They have also have two special abilities, one of them being shielding (protecting themselves and their partner). This ability has a cool down,a forcing the player to use it judiciously.They are viewed from a first person perspective.
Player 2 (Heavy) – They are equipped with a heavy laser beam gun and don’t have the ability to jump, which while limits their agility, but greatly increases their damage. They also have the bonus ability to throw bombs. Also to make it more challenging and force the player to use their ability more judiciously, the ability has a cool down.They are also viewed from a first person perspective.
Players 1 and 2 team up to defeat Player 3.
Player 3 (Boss) – They are the most powerful character game who features the most number of abilities, which are four different attacks, (while doing the same amount of damage, they force the player to strategize their play style accordingly) Unlike the other players, the boss can’t move as it is attached to the center of the arena, but it can rotate in order to prevent its weak spots being hit and strategize it’s style, whether it’s offense or defense.
Goals of the game – For Players 1 and 2, they have to team up to defeat Player 3 in order to win. Whereas Player 3 has to defeat Players 1 and 2 to win.
How is the game asymmetrical – The game shows it’s asymmetricality primarily by differentiating the experience of each player. While Players 1 and 2 feel like playing a first person shooter bossfight game, Player 3 feels like playing a top down action with tower defense elements. And even when the primary goal of Players 1 and 2 are same, their individual interactive experience are differentiated enough to elicit different emotions when engaging in interaction.
The Player roles are balanced in such way that in terms of health and impact of damage, the boss is equal to the other two players combined and vice versa.
While everyone holistically assisted everyone, here are our primary roles in the making of the game respectively –
Wilson and Tanish – Level Design, Effects, UI
Meriç – Character Design and Creation, assisting in programming.
Jordan – Primary Gameplay Scripting, assisting in character abilities design
PlayTech Presentation and Feedback –
As luck would have it, owing to time shortages, we presented a playable demo of our game at the PlayTech event. While it was certain that there was still a considerable amount of refining to do for our final version, much to our surprise the game was well received in terms of the overall look and feel of it. Almost all of the people playing the demo responded positively to how to visuals of the environment, characters, UI and effects melded to create a cohesive experience reminiscent of cyberpunk art. Obviously if given more time, we would refine on our game by making the interactions and game logic more robust, but we’re proud that we were able to take this challenge and came up with something which was certainly a step in the right direction.