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My new project - Beatrvania

Introduction

As I delve into the development of our game prototype, I find myself at the intersection of beat 'em up, Metroidvania, and RPG genres with cooperative gameplay. The central focus lies in creating a combat system that strikes a balance between user-friendliness and depth, alongside level design and character movement inspired by exploration-oriented Metroidvania mechanics.

Inspirations

During the design phase, I drew inspiration from the following notable projects:

  1. Hollow Knight: This atmospheric Metroidvania game stands out for its intricate level design, challenging combat encounters, and a richly immersive world.
  2.  Ragnarok Battle Offline: Renowned for its side-scrolling beat 'em up gameplay, this title emphasizes action-packed combat and combo mechanics.
  3.  Streets of Rage: A classic beat 'em up series celebrated for its iconic characters, fluid combat animations, and cooperative gameplay.

Game overview

It would be a classic adventure. The team of strangers will explore the world and reveal its deep secrets. They will have to overcome lots of enemies and not fall into the traps prepared for them beforehand.

Combat and Movement System

Our primary objective is to create an intuitive and effective combat and movement system—one that doesn’t overwhelm players with unnecessary complexity while offering diverse options.

  • Combination System
    • Casting: We propose implementing a skill casting system. When the player triggers a specific button, the character assumes a particular stance. Subsequently, the player enters a key combination (e.g., “↑↑↓+B”) to activate a specific skill. This straightforward and intuitive mechanic enables quick reactions and allows players to string together effective combos.
    • Skillchains: The faster a player executes combos, the more efficiently they can dispatch enemies. Skill chains will add depth and dynamism to the combat system, rewarding skilled players.
  • Movement System
    • Wall Pushing: Characters will be able to push off walls, facilitating rapid changes in direction and obstacle avoidance.
    • Wall Sliding: An additional mechanic involves sliding along walls. This feature serves both movement purposes and introduces intriguing platforming elements.
    • Casual style: In addition to the classic movement mechanics, we propose a lightweight alternative. Instead of complex button combinations for wall-to-wall jumps, players need only press the jump button at the right moment, allowing the character to automatically leap in the opposite direction.

Character Classes

  • Class Selection: Players will have several distinct classes to choose from: Warrior, Mage, Archer, and Acolyte. Each class boasts a unique skill set and fundamental characteristics.
  • Variety: Our role-playing system aims to cater to diverse playstyles. By offering distinct classes, we empower players to select the approach that resonates most with them.

Skills

Skill Types:

  1. Buff Skills: These can be either passive or active. For instance, passive skills might grant a +10 bonus to basic damage or defense from the moment they’re acquired. Active skills, on the other hand, temporarily enhance all party members.
  2. Offensive Skills:
    1. Targeted Skills: These affect one or more selected enemies. Picture a precise arrow from an Archer or a focused strike from a Warrior.
    2. AoE (Area of Effect) Skills: These impact everyone within a designated area. Imagine a Mage’s arcane explosion or a ground-shaking shockwave.
    3. Traps: Strategically placed on the ground, these traps activate when an enemy interacts with them.

Skill Progression:

  • Initially, characters will unlock several level one skills. As they progress, they’ll learn new abilities and enhance existing ones.
  • Skill improvement—whether in terms of damage, duration, or other parameters—will be a satisfying part of character growth.
  • Some skills may evolve under specific conditions. For example, a Mage’s fireball might split into three projectiles.

Level Design Principles

Our level design aims to enhance the gaming experience and ignite players’ curiosity:

Limited Access: We’ll start players with restricted access to certain locations. This deliberate limitation creates an air of mystery and adventure.

  1. Skill-Gated Exploration: As players acquire new abilities, previously unreachable areas will open up. Returning to familiar places with newfound skills adds depth to our game world.
  2. Hidden Secrets: Our locations will be rife with secret rooms, concealed dungeons, and alternative paths. Attentive players will uncover useful items and additional plot details.
  3. Unique Environments: Each location will have its own distinct atmosphere and gameplay features:
    1. Abandoned Ship: Creaking timbers, flickering lanterns, and forgotten cargo—this shipwreck promises intrigue.
    2. Enchanted Forest: Sun-dappled glades, ancient trees, and elusive creatures. Perhaps the forest itself shifts its paths.
    3. Crystal Caves: Glowing crystals refract light, revealing hidden platforms. Beware the crystal golems!
    4. Frozen Tundra: Slippery ice, blizzards, and frozen lakes—movement becomes both challenge and advantage.
    5. Underwater Abyss: Limited oxygen, bioluminescent life, and submerged ruins. Here, breath management matters.


Conclusion

In our project, we’re weaving together genres and mechanics to create an exciting, unpredictable game world. The gradual unveiling of secrets, the allure of hidden corners, and the variety of locations will keep players engaged. Skill casting, skill chains, and streamlined movement options will enrich the experience. And remember, a game that balances accessibility and variety will resonate with a wide audience. Let’s continue forging this unique adventure—it’s bound to captivate players! 

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