(Huge thanks to Goonter for making the Frameshift post where I got my formatting ideas!)
Blade Ballet is a two to four player multiplayer fighting game featuring ten robots with unique abilities battling across a multitude of hazardous arenas.
UPDATE
Blade Ballet is LIVE! Available now on Steam and PS4.
Flavor
Humans invent robots for specific functions: companionship, personal protection, demolition. Eventually, these bots are thrown into the arena to fight against one another. Long after humanity disappears from the face of the Earth, the battles continue.
Mechanics
The main unique mechanic of Blade Ballet is spinning. The right and left bumpers spin your character (clockwise and counterclockwise, respectively), which you can use to position yourself to get past your opponent’s defenses. Navigation is on the left stick. Characters can also jump, taunt, and use a character-specific special power.
Having bots with different special abilities and personalities is one of the core tenets of our game. It evolved naturally over time - the game started off as identical spinning, jumping cubes fighting each other. That version was pretty fun, but once our programmers added a bomb to one of the bots, the rest was history.
Nix: Mysterious, yet surprisingly default. One sword, two shields. Special: Teleportation.
Vanguard: Armored and heavy, with a blazing charge. Long sword, three shields. Special: Charge.
Torque: Hectic and unstable. Lives for mayhem. Two swords, no shields. Special: Blender Mode.
Ruckus: Powerful wrecking ball sweeps all opposition. One mace, one shield. Special: Mace Punch.
DropJaw: The circuit shatterer. One sword, two shields. Special: Ground Pound (stun).
Syphon: Drains the energy of foes. One sword, two shields. Special: Steals shields, makes more swords.
Riot: Solid and imposing, maneuverable bludgeon. Four shields. Special: Directional dash, shields regenerate.
Catbot: Agile and sneaky backstabber. One shield, one dagger. Special: Dashes, cuts through shields.
Trigger: Wanton distributor of mass destruction. One sword, one shield. Special: Throws bombs.
STEVe: Twitchiness is your friend. One sword, two shields. Special: Strafing, lunges extends sword.
Bots have a lot more to watch out for in Blade Ballet than just making sure they don’t get sliced to pieces by other bots. We’ve engineers our battle stages with hazards that must be avoided if you want to survive. They can also be used against your opponents for ultimate mayhem.
Aero Meadow: Pleasant field patrolled by drones.
AI Core: Players activate a laser by standing in the center.
Avalanche Valley: Avoid the snow and the exploding humans.
Rubble Drop: Watch out for falling tiles.
Incineration Unit: Conveyor belt. Lava is bad.
Turbo Club: Soccer.
Modes
We currently have Streak Mode (Robomination) in the game - the first player to be last standing X times in a row wins (X is chosen by the players). Players cycle through all of our arenas until someone wins. We’re working on other modes, such as Time Bomb and Zombies.
Recent Devlogs
Hot Rods, Drones, Too Much STEVe to Handle
Skins Galore, Dash Effects, Special Abilities
New Bot Concept, Title Screen Animation, Tutorial Update
Trailer
Status
Blade Ballet is scheduled to release Spring 2016 on PS4 (planning a simultaneous Steam release, not 100% confirmed yet). We currently have local multiplayer in the game, and are working hard to implement networked multiplayer before launch.
Feedback
We want to hear your thoughts! Specifically, if this looks like the kind of game you would play, if you feel you have a good sense of what the gameplay is like, and if anything looks weird or out of place to you. You can reply here or message me on the forums.
Also, this is my first time posting here, so let me know if everything looks ok