In this Parkour/Fighting game you play as a drunk guy who got stranded on a rooftop and gained superpowers. Use those powers and more to fight your way through the police and make your way to your clothes.
The original vision for this project was a wipeout inspired parkour game with a bunch of obstacles.
So I made a fun style mix between 2D & 3D like you can see in the image.
While iterating I added a cube that could attack the player and found that to be a lot of fun.
So I decided to go into a parkour fighting game direction instead.
I gave the player a sword to fight a bunch of enemies that shoot at you & even gave the player overpowered abilities that they could use, with a cooldown. I then released it on itch.io where it got a good amount of downloads.
During development I never once had anyone playtest it. This led to a lot of tunnel vision.
Because I playtested it so often myself, I hadgotten used to the quircks & subconsiously played around them.
When somebody, after completion, finally played it. I noticed that it was really flat. You had your own weapons & powers, so did the police.
The whole game was made on brutally killing enemies with style. Although in this form it does succeed in this, it only succeeds 60%.
It's missing depth, like being able to pick up the police's weapons.
There's some depth in the way of f.e throwing your sword, but not enough.
If I were to continue working on this project, I would have to add a lot more depth. More punch, more player feedback. That's where it's lacking.
In terms of fun, it's according to playtesters still fun.
Unity
C#
Physics Simulation
Game Design
OOP
Photoshop
User Experience