A couple weeks ago, I brushed off my old prototypes from Senior year. The burn-out is gone and it's left a bit of an itch. Possibly a bad metaphor. Anyhow, I wanted to work on something lcean, simple, and perhaps a bit over ambitious for a one person project.
The goal of this prototype was to keep the red blocks from killing the green blocks. If you use the possessed sword mode you deal area of effect damage, but also can kill villagers, forced you to use it with precision. It was by far, my favorite prototype, even though the rest of the team decided to do a different game.
As the months dragged on after graduation, I started watching Samurai movies, or chanbara. In particular, their duel scenes. And the thought struck me as I was watch. There are many Samurai games out there. Ones where you mow down dozens of enemies a second as an invincible warrior. But there are very few Samurai games that explored the tension/release cycle of their action scenes. Nothing to represent the quick, violent bursts of action surrounded by slow, deliberate build-up. My goal became to make a satisfying combat system and find ways to create narrative and mechanical tension around it. We'll check in after our first new prototype.
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Jed MyersDeveloper Archives
February 2021
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