Element Smash was my entry for Ludum Dare 35, in collaboration with a programmer. The theme was "Shapeshift".
My contributions for this game included:
My contributions for this game included:
- Creating the concept for the game
- UI/UX design
- Game mechanics design
- Level design
- Art Direction
- Pixel Art
- Animation
My idea for Element Smash was making a Smash Bros style fighting game, but giving players the option to shapeshift and change character in the middle of the fight, every once in a while. The system is simple, just a rock-paper-scissors type of balance with fire-plant-water, and the main concept behind all this was adding the mind games from RPS to a fighting game, as players want to choose the strongest element to counter the next choice of the other fighter.
The game was supposed to have more movements and a damage counter but we didn't have time for that. It has player versus player or player versus AI. Technically, we have some bugs that makes animations weird and sends fighters too far, but I'm pretty happy with this concept that would need proper balancing and polishing of the core fighting mechanics.
The game was made in under 48 hours.
The game was supposed to have more movements and a damage counter but we didn't have time for that. It has player versus player or player versus AI. Technically, we have some bugs that makes animations weird and sends fighters too far, but I'm pretty happy with this concept that would need proper balancing and polishing of the core fighting mechanics.
The game was made in under 48 hours.