Brawl Street: Beat Em Up Fans Wanted

I began making a beat em up game, and I quickly realized that my gameplay was BOOORIIING!

I’m open to suggestions. More than that, I’m interested in seeing where this journey leads me and having a some positive voices from the community to me come up with a better vision than I could have on my own.

About The Game

  • The game uses 3d hitboxes, scene geometry (just not rendered), and 3d physics, but all the graphics are 2d.
  • I used the River City Ransom sprites as stand-ins while I work on the game play.
  • I have some ideas for themes for the game, but no grand vision. I feel like I need the core combat to be solid before I spend energy on anything else.

Gameplay Goals

  • The Combat should feel as though skill and tactics provide an advantage, and the players aren’t just randomly trading punches.
  • The Moveset needs to be balanced and complete. Each move should have it’s own unique properties, trade-offs, applicable situation, and other moves that it is strong/weak against.

I’m not exactly sure how to reach these goals. I’ve made these improvement over my initial RCR style implementation, but I could use some suggestions.

  • As opposed to River City Ransom, each attack deals different damage and knockback force.
  • The uppercut, roundhouse, and block can be done at any time rather than automatic like in RCR.
  • I also added a slide attack that is low damage, but unblockable, and always results in a knockdown.

Playable Demo Goal

  • The Graphics need to be replaced before I can distribute any playable content. I want to get a demo out so people can give me feedback on the combat and moveset.

I describe the art style I’m considering in the YouTube video below. I will be sending some inquiries to pixel artists on the Unity Forums. We’ll see what happens!

YouTube
https://www.youtube.com/channel/UCEJy9tkFDGI6pOpJS85M8GA

Hey so I used to work at an Art House that cranked out art so maybe I can help from that perspective first and foremost.

For this project I’d recommend you sell it to artists on how easy it would be to generate said art for this, RCR inspired characters with basic attack animatoins is something a decent 2d character artist can do in their sleep, and they should be able to modify reference art very easily, so don’t think your rate should be based on a typical 2d character generation, this would be like 5x easier than that.

I don’t know what your budget is, but I don’t think it would be too much to offer maybe 20 dollars to a few artists and ask for a single custom rendition of a river city ransom character, with the promise of a bigger chunk of $$$ if you like their work.

Give them a spritesheet for reference. Let them know they’re competing for a larger gig where they will make more $$$ to finish a character set that are all based on one core character. Don’t pay until services are rendered fully at each stage (first payment for the single character test, second for the bulk finished bit of work).

It’s a lot harder to find an artist to finish a half finished set of things than for them to do things in their style all at once. But this seems like a pretty basic project anyhow so you shouldn’t have too much trouble finding someone. So really sell the artist on that. "Hey I know your rates are 40 dollars per character, but since you can probably knock these out in 30 minutes each with very basic animations, how does 40 dollars for a base character sound, and then 20 bucks for a few with unique heads and clothes that you can mix and match. Look for an artist who has sprite sheet animation in their portfolio in a style similar to what you need.

Again reach out to a few, offer them maybe 20 bucks for a quick test drawing of a single character (you’re going to have to pay each artist you give a chance that does a decent enough job), then pick the one who does the best work the fastest and seems eager to do a good job and offer them a solid chunk of money for all the work, maybe agree to 25% of the payment after a good chunk is done then 100% once you are happy with the final product. You can really tell the good artists right off the bat by their attitude, their ability to do things fast, and communication.

Ideally they work in an art program that’s easy for you to get your hands on so you can tweak a few things here and there like color swaps once they’re done. If possible ask them to give source files if they have layers in them so if you ever need more work done and need to use another artist, you can get them going really fast.

Also find a quick contract you can send them by just googling something very fast, just get a signature so you have some kind of paper trail that you own the assets, you paid them, that sorta thing. No need for anything too crazy here or legal research, just having this is better than nothing keep the email in a saved folder so you don’t lose it.

Here’s a really good place to find artists and you can pick based on your price range, but just because an artist is affordable doesn’t mean they aren’t good, and don’t forget you can sell your project based on how easy it is to make art for, so you can approach better more expensive artists but sell them on how easy it is to make the art.

https://business.fiverr.com/categories/graphics-design/game-art/character-design?source=drop_down_filters&expert_listings=true&ref=pro:any|style:pixel

This guy looks like a solid bet:

(Always look at the extended portfolio and expect the quality of the worst work)

Be affable with artists, but also stay proffesional. Get the work you settled on and don’t let them try to weasel out of it or start slacking off. There are great artists out there who will do amazing work for a good price so long as you let them know exactly what you need and don’t waste their time and make payments timely. It helps to have a paypall account ready to go.

Now’s also 100% the time for you to lock in the resolution you want these assets at, do you want a total 8 bit feel? Or maybe something just a tad more high res? Unlike 3d art you can’t really upscale 2d pixel art without losing the “feel” of those pixelated assets and it’s imprtant all the pixels on the screen be about the same size or it looks janky, so make sure you’re 100% happy with how unity is rendering these assets before you spend money on this stuff.

As for the gameplay i’d recommend just playing double dragon and river city ransom over and over again, find that one new addition you want to add that you think will make it unique. The game looked fun to play in the video. Personally I liked the control scheme of double dragon a lot. Both buttons together for a jump kick, double tap to run, etc. There are plenty of perfectly usable action formulas out there, adding a few more animmations to them, and polishing up the system overall would go a long way. I’m not a huge beat 'em up player TBH, but streets of rage comes to mind, final fight. Just nice crunchy sounds, immediate, impactful combos, a good range of damage dealing attacks and attacks that stun and hold enemies in place. You gotta find the right balance of being able to button mash on enemies and them being able to deal damage with tells the player can react to.

Best advice I can give is don’t go down too many rabbit holes trying to make the game innovative. Just do what’s been done before but better. Maybe really go in and add nuance to punches, or add new combo chains that didn’t exist before. Nothing too crazy hard to pick up, just things that when you add them any idiot can figure out and enjoy. I’d suggest just really painstakingly making each attack super polished and fun, add more frames of animation so it’s smoother, work on the stun frames to it feels just right. The devil is really in the details, so you gotta just start putting these attacks in and start thinking about the super tiny things that make the combat feel right, if the game can queue attacks, how far the enemy gets knocked back on punches, how much for kicks, how much for punch 1, how much for punch 2, maybe you can add special attacks that do damage over time, maybe some that lower armor and cause bleed particles, maybe different chains of button mashing execute different attacks that can stun, bleed, or tap back a little life. U don’t want to start getting too crazy, at the heart you need to rely on the combat feeling smooth and responsive.

I’d suggest you do a deep dive and search lots of channels on Youtube and try to find people talking about the core mechanics of fighting games:

If there were any weakness in my game it would probably be the near quarter combat mechanics, i just rely on positional type elements, so it’s probably more a side scroller than a beat 'em up.

I would recommend you build up your combat system around one all encompassing move, wtih variable animation frames, toggles for follow up combo attacks, sounds, if it does knockback, if it does mini stuns, etc. Give this ability setup all the bells and whistles of combo mechanics, jumps, knockbacks, etc, and if you’re able to quickly iterate on this system and try new combos and mechanics easily then you’ll be able to “find the fun” a lot easier. This is the stage where the better foundation you build up, the game will be much better down the road.

Same goes for an AI system to plug and play enemy attacks to quickly iterate on enemies, so i would recommend you put in extra care to create a test setup with property pannels set up easily accesable in unity, maybe a couple abilities for the player on the left docked in unity and pages of enemy AI abilities docked on the right side, and just create a perfect white box where you have debug tools to quickly spawn 1, 2, 3, or more enemies easily and just create your perfect sandbox, focus on that iterable, easily played white box area where you will test your play before you start building up levels. Try not to indulge in too much content early.

Your video was really well done too. The project looks cool, best of luck and let me know if you need any more thoughts of feedback.

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@IllTemperedTunas Your reply is gold for me. Much obliged! This is going to be a roadmap for me when figuring out the art and tuning the feel of my gameplay and move set. I hope to have something I can showcase for you in the future!

Cheers!

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I took @IllTemperedTunas advice and headed to Fiverr to find some artists to give my character a make over.

I requested 3 5-star artists create their version of a character for my game.

I was a little reluctant to share details about the ups and downs of my endeavor because I want to remain a positive voice and not bash anybody. So I did my best to keep it tasteful and informative in case anyone wants to follow me on this journey or if others are curious what to expect if they’d like to link up with an artist.

See the one I chose here.

I wanted a character that would serve as a base model that people who are less artistic like me can modify/accessorize with different hair, faces, shirts, gloves, etc to make a lot of fun variations like fans do with the River City Ransom character.

Let me know your opinions.

Cheers!

Came out legit. Yeah finding and working with artists can be really tough especially if you don’t have a lot of funds.

This whole indie thing these days seems kind of odd, like there just doesn’t seem to be the sort of community or market for it any more and this thread kinda reminded me of that because it looks like you’ve got something pretty neat going on, but so it goes.

It used to be they’d say market your game and do devlogs but it feels like the entire scene is just dead, unless there’s some community or group out there I’m not aware of. Too many alternative interests and unseen forces manhandling things, it’s kinda been suffocated.

Hate to say it but try to keep your expectations tempered, I’d say focus on making the game fun over trying to find people out there to generate hype. Do this as a hobby because it seems like the indie scene is all but dead these days. Just a small group of people doing lots of sequels in closed markets churning out the usual.

I hope for everyone’s sake this scene becomes vibrant and fun again some time in the future.

Yeah, there’s a lot more indie and commercial content before. So getting a fan base seems like a long shot, and between my first two posts on my thread, I spent way more time putting together my YouTube channel and Twitter account than I did writing code. Made me re-think my approach. I still want to attempt to have a bit of an online presence, but I’m going to try to keep the posts/videos short, probably just quick tips for Unity I’ve encountered and a blurb about the game here and there.

I love writing code and creating things, and I’m most interested in making a game that I want to play, so I need to try to stay focused on that.

I will have to say that Twitter was more effective than I thought it would be. Even though I only have 4 followers, they’re interested in seeing me succeed and give me a little external motivation. My first follower was a guy that has recently started his own online site called “Brawler’s Alley Magazine”, and from his popularity, I got a few other followers. You ought to tell him about your game when you’re ready.

Check my twitter out here.
Check his twitter out here.

Right on, yeah you just have to do what’s right for you. If putting the game out there motivates you, do it. Don’t do something because you think it’s what is going to work and make your game successful outside of making it fun, because nothing works right now.

It’s a LOT easier to make a video of a game that’s fun to play and has fleshed out graphics and get views than something that has a long way to go so it’s a bit of a waste of time. I can relate to the want of developing a following and get an audience and know that you’re on the road to success, but that’s the thing, success is very unlikely and wont even be possible until the game is much further along.

I did the same thing back in the day and I ended up throwing away months of time trying to create content that i was hoping would grow a base of potential players or backers. The most views I’ve gotten has been on videos that show off the game in the best light, not much of an audience of people wanting to see dev logs and such.

The way I see it is I need to get the game good enough that it becomes a sort of powderkeg that could blow up at any given time. I’ve still got a ways to go but i’m getting closer. Once the game is legit fun, and replayable, then it has a chance for a community to start to like it and want to play it and look forward to future updates. As it stands I can maybe get some people interested for a little time, but the fanfare will always be in a downward trajectory. The game has to be good enough that I can get people interested, and people STAY interested. It’s like trying to inflate a balloon with a small hole in it.