WIP - Leap of Champions. Indie arena FPS


Leap of Champions is a fast-paced arena FPS which stays true to the core features that all fans of the genre love: the speed, the precision, the addictiveness and the mechanics of the classic shooters. Feedback and suggestions are welcome. We need them to improve our game and we love constructive criticism.

Platform: PC/Windows
Engine: Unity
Our Team: LEAF games & software
Website: http://www.leapofchampions.com
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Twitter: x.com
Instagram: https://www.instagram.com/leafgames.software
Project start: Pre-Alpha – Q2 2017

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  • Fast paced - The fastness of the action will elevate your heart rate because Leap of Champions grants high mobility. The battlesuit is specifically designed to maximize the agility of movements. It is equipped with retrorockets capable of allowing high but controlled jumps.

  • All players are equal - Put in the field strategy, ability, adrenaline, tension and reflexes. Train yourself, harvest lives on lives, climb the ranking and face the best champions. You will be pushed to your limits for a truly satisfying game experience based only on your skills. Game after game, climbing the ranks, you will have the opportunity to face players the same level of experience, so that everyone is assured a fun and satisfying gaming experience.

  • One weapon and twelve possible evolution - Wipe out your opponents thanks to futuristic and powerful weapons designed around providing different tactics. The power-ups will be available inside the map, but it will not be a gun exchange: your weapon will evolve itself. We have designed six weapon: Gun of Champions, Tesler, Splinterator, Deathlock, Powersteam, Washout. Each one of them can be evolved again after a minimum number of kills.

  • Automatic regeneration - Your health will regenerate regularly to avoid the gameplay revolves around controlling access to health power-ups.

  • Character customization - Get ready to enter the arena of Leap of Champions: you can customize the glow of your battlesuit and wear one of the unlockable armors before picking up your basic equipment: the Gun of Champions, the Tesler, and two grenades.

  • Two maps in the early access version - You will play deep in a Sci-Fi atmosphere abstracted from real-life locations

  • Rooms for up to 10 players - Leap of Champions provides a fast and smart environment for all gamers where it’s possible to quickly jump into the game without having to wait.

  • A unique multiplayer game mode - Unleash your primal instincts in the classic FPS game modes, such as Free for all and Team Deathmatch, and in the Ritual. In this unique and spectacular multiplayer mode, the player, solo or in team, have to complete a minimum number of kills to charge a bar. Once the upload is complete, the Altar in the map will be activated and the accumulated energy will have to be released as sacrifice to complete and win the game.

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This looks quite good. The art and gameplay look quite solid. As far as your poll though, I can’t really say either is better. It really depends what you want your game to be, and a key strategic point such as health can completly change the way a game feels and is played. For example using a quick auto regen the game would increase in tempo and would encourage a constant attack approach. This might be good for a nonstop action game. Slow the regen down and you get a game where after a tough fight the player hides away for a bit hoping to not be found. This might be good for a game that is more strategic. Not only would this effect how a single player plays but it also would change the skill level required to take down skillful players. The slower regen would leave high skill players weaker for longer against a swarm of lower skilled players. Faster regen could allow high skill players to dominate the game by being virtually always in short 1v1 situations and thus much more easily able to dominate a game. Now I haven’t mentioned what health packs would do (or what the amount of health a player has would do), but I hope you get the point: you need to make your game based around its core mechanics rather than what the players want. A poll of random players is something that should never be trusted, players as a general rule are terrible game designers and just want something that they think would work (while having no real reasoning behind it).

Sorry for the wall of text, but I hope it helps in trying to understand the importance of understanding what you want your game and how to design for that. :slight_smile:

Thank you very much for your answer.

You are absolutely right and your summary of pros and cons of authomatic regenerations systems helped us to reflect on what we want. We reopened the discussion about the health after a testing session and we tried to bring this on line because we were curious to learn what the majority of people prefer.

We designed a fast-paced shooter meant to favour an aggressive and fast gameplay, but we find that - talking about arena FPS - people still feel that the classic method is somehow “better”.

To not completely turn inside out our original design, we chose to implement a semi-automatic regeneration system which can represent an hybrid solution between the two pure models and let us to keep the fastness of the original gameplay adding a pinch of strategy and, moreover, giving us the chance to integrate in Leap of Champions an whole new world of collectibles possibilities.

We are going to propose this system at the release of the pre-alpha version of the Leap of Champions. If you will want to test it, it will be great!

Thank you again for sharing your ideas and feedback!

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