This is the current game I’m working on: Cyber Battle Arena.
Concept
You play as an AI program in cyberspace, battling against another AI program or Virus. You float in an aerial environment and try to destroy your opponent before they can destroy you. There are 8 planned characters, a V.S. mode and Story Mode.
Platform
Standard Unity 3 is being used to make it. There will be a standalone release and possibly an IPhone release.
Scripting Language
It’s programmed in Javascript.
Current Status
The game still needs a lot of work done on various portions, especially the artwork, but I wanted to hear from a wider audience on what could be improved to make the game more fun and complete. Please give your opinion unbiased on the game below.
Test File:
Download Here
Play Online
Instructions
Z = Normal Projectile Attack (Minor Knock Back)
X = Missile (Recharge time is 10 seconds, but the paralyze characters on hit)
C = Surge (Only when Surge is active)
Reminds me a bit of Hitman Reborn.
Anyone have comments on Gameplay, options, etc?
A new version has been added to kongregate.
It feels really rough. Gameplay mechanics aren’t clearly explained in the game. For example, the arrow keys do something vaguely like steering, I guess, but it’s not explained, and the gameplay just isn’t intuitive at all. I’m not sure what I’m supposed to be doing, other than it involves shooting some flaming guy.
FPS is a bit choppy as well, which is surprising, given that there’s hardly anything to the scenes except for a few particle effects and the characters. The characters look fairly high-poly, but not horrible- not sure what’s wrong there, but clearly something is.
Basically, I think that you need to work on getting the gameplay really tight, and make sure that it’s something that people can immediately pick up. It’d be more fun with ASDW and mouse to aim and maybe Q for secondary weapons, mouse1 for main (never use mouse2 for web-games, even with web-capture it frequently screws up) and E for the special.
This sounds minor, but it’s not- there’s a reason why practically all of the major hit games keep to very similar control placement, and as a player and game guy I really get irked when some programmer uses nonstandard key placements, as it’s pointless and doesn’t improve the game but means that I can’t just start playing it.
Anyhow, keep polishing it. Get the gameplay issues straightened out, make the first tutorial battle make more sense, and try to think like a newbie, and figure out what’s eating so much CPU that the game’s running choppy- it’s probably something obvious, like control or AI cycles being done in Update where they could just as easily use FixedUpdate, etc.
I can’t tell what the hell is going on.