This kinda felt like a Robotron beat-em-up prototype, which is a pretty dang cool idea. I ended up using some of my Robotron tactics, corraling the dudes, striking, then continuing to run and regroup. Without adequate preparation (or with over-confidence) I was quickly hit. My max was 15, but I'm gonna try for more. It's definitely a good starting point, and I wanted to leave a few suggestions if you continue expanding it (do it!):
- The one-hit take-down is brutal. I don't know how challenging it is to work within the Unreal setup for controlling the characters and their animation sequences, but maybe one manageable route could be for enemies to pause if another enemy in close proximity is hit. So if the player successfully lands a hit, the other enemies are stunned for a moment before proceeding.
- HP maybe? Or if recovering from the flailing animation isn't ideal, maybe respawning elsewhere to a clear area on the board.
- Obstacles might be a cool addition, if you could set them up in a way that wouldn't obstruct the camera at that angle. If there was a way to lure the dudes into a corridor it might allow for some movement strategizing.
- I know it was a short timeframe and we all had to make cuts, so it's understandable, but one of those a-little-goes-a-long-way things is a title screen and menus. Even if you make some kind of a template and reuse it in all demos, it's nice for users to see the name, credits, version details, etc.
Nice work!
-Scott