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[in browser Mobile game] Agents x Monsters

A topic by Eyon created Apr 16, 2020 Views: 643 Replies: 19
Viewing posts 1 to 20
(1 edit) (+2)

Hello everybody, 

I'am Eyon, I'm 28 and I dev video games for fun. In real life I live in Belgium and I am a UX designer.

I am currently working on a strategy mobile game.

Gameplay:
It is a hero manager. Your role is to equip your character with the right tools and then send him on missions! The character can move, jump and fight by himself. Depending on how you prepare him, he will succeed, or fail...

Scope:
I intend to work about 6 months on this game and try to make it as good as possible!  

Play: https://eyon.itch.io/agentsxmonsters

Play: https://eyon.itch.io/agentsxmonsters

(+1)

I have a new type of enemies! A fun one. Let's call them the Unnamable. Most of them are celebrities, beloved by the people. Heroes, royal guards, champions, princesses...  Nevertheless, they happen to like violence. They take a  potion of invisibility to protect their identity and go into dungeons , among the monsters to attack adventurers. They all have their reasons, whether they are blood thirsty, or want to try a new weapon, or want to fight the worthiest opponents.


In the game they will all be unique and will be encountered only once. Their stats are hidden and not the same from one another.

I am working on balance at the moment. I noticed this week end that level 1 and 3 are unbalanced. 

I use excel to map exactly every possible outcomes on the levels and yeah, those two levels are way too easy! I'll try to upload a new build at the beginning of this week.

(+1)

I recently came across what we could call a gameplay mistake in the game.

Agents x Monsters is a strategy game. You must understand what are the weaknesses of the monsters and equip the character accordingly so he can clear the level.

Strategy.

Here is the problem I found:

I wanted the monsters to move randomly on the map, so each time you launch a level they are never exactly at the same place.

Problem: The order in which you fight enemies matters in this game!

Here is an example, here is how I designed a level:

Case1: Ghost before Headless monster


But here is what can happen:

Case 2: Headless before Ghost

The correct call here (Case 1) is to equip the character with a bow so he can kill the ghost. Ghosts are weak against bows, we one shot them. Because it is a powerful weapon, the bow has a cooldown of 10 sec.

You see the problem here =P

In case 2 you use the bow against the Headless monster. It is useless. So you wasted the bow, and now you'll have to fight the ghost in close combat... But I designed the level so the right call is to use a bow so you're not supposed to be harmed by the ghost so if you are , you will not be able to finish the level!

Conclusion: You made the right strategic move, but because of no luck (random movements) you still lose.

This is unacceptable in a strategy game.

I changed that ;)

(+1)

Here is the swarm monster we can find in the game. Swarm of flies that eat flesh. I am reworking it so it looks better and is animated.


I put it in unity, it works fine. Now I'll animate other stuff!

(+1)

The level design on this game is not the same as for other games I work on. With previous games I just opened a new scene and start throwing sprites here and there until I have the inspiration for a level. 


It was kinda  1st -> I get a feeling, then I make it challenging and nice to play.

With this game, I start with an excel file ^^'. It's the only way I can make a level work.  It's... new.

The good part is, when a level works in excel, it will work 100% in the game too. The bad part is that when I'm excited about creating a new level, I have to open excel now, not unity.

(+1)

Guys which one is best?

(+1)

New character. I may use them for the level 6 or 7. They should be pretty powerfull, a good mix between health, damage and attack speed.

(+1)

I wanted to improve this character for some time now

(+1)

The  built 3.0 is up! You will find more animations and a musique in it =D.

 

 I really enjoyed this one because adding music really bring a soul to the game.

A also added death animations for the monsters (not all of them just yet) and a visual clue when you take damage.

Try it yourself, I'd like to know what you think of it https://eyon.itch.io/agentsxmonsters

(+1)

I finally have a "next level screen" and a "death screen". Now when the main character dies we have a screen that says so before reloading the level. 

At the end of each level we also have a screen that said "success!" before going to the next level. Small things but  this was really missing.

Next step: more sound design.

(+1)

I am working on implementing a new playable character!

Meet  OneEyeOpal:

Presentation of the roaster #1



Those creatures are women of rich families who died a bad way. They are reborn into those creatures that only seek to cause a maximum of chaos and destruction. Each one has a story, here are some of them:

  • A woman married a man and they were happy until the parents of the woman died. She inherited quite a lot of money. One day the husband signed papers and men in white came to take her to an asylum. She will spend the rest of her life behind bars and will die of old age.
  • A very beautiful woman lives in the city. She has many suitors. One of them who has been rejected decides one day to throw acid to her face. She survives but is marked for ever. Her beauty faded, she were ignored by her family and abandoned by her friends. She will live the rest of her life as a beggar in the neighbourhood she grew up in. She will die of cold during a cool night.
  • A woman who was accused of being a witch
  • A woman that was wrongly sent to prison...

They are thousands, and their numbers keeps growing.

I have been working less on the game itself lately. I have  delayed working on marketing for a long time and I can feel the weight of this decision now!

If I don't find my core audience, I cannot have valuable feedback on what to change on the gameplay. So I'm spending more time on this now =]. It takes a lot of time because I'm a begginner, but it's important!

I am working on a big gameplay modification. 

  • The possibility to zoom in/out on the map
  • to move the camera  as we please to preview a level before a game
  • The possibility to click on a monster to display a card that contains their stats
  • And finally, the possibility to place items on the map

'Keep you updated!

Hop new character. It'll be a simple one. 1 HP, 1 damage every 2 seconds. I'll only use him in specific situations. For 80% of the Agents, he won't be much of a threat, The 20% rest of the time, he will be the move that puts you in check mate!

Animating a new character!

I'm replacing the spearman by another character. The spearman was  simply a place holder.

I am working on a new build. It's been ages since I posted one but I'm back to work now!

I just have to fix a bug and I'm good.

Okay bug fixed =]

Well the game is done ! After 3 to 4 months of work, I feel like I achieved what I wanted to do with this game. It didn"t really find its audience I feel, but I still got some useful feedbacks.

I gave up allowing the player to choose different characters.