Post by MrOzymandias on Nov 20, 2020 19:39:33 GMT 1
Tile Run
Hey, I built something new and ridiculously logic-intensive. I don't think anyone's done it before, but how would I know? Go check it out - and bring a friend with you. It's a 2-5 player game. Here's the link: www.kogama.com/games/play/8612101/
If you need more to go on, here's some more info.
The Playfield-
A 13x13 field of tiles. Each tile vanishes a split second after contact for a short duration. As you run, you leave a void in your wake. If you stop running, you fall to your death.
Combat-
There are no weapons. To kill your opponents, you need to outmaneuver them, cut them off, corner them, slow them down - do whatever it takes to send them falling from the arena. It's spleef on another level.
Shrinking Playfield-
As the game progresses, the field may shrink not once, but twice.
Limited Lives-
In matches of 2-4 players, each player may re-enter the game *once* for a second chance at victory before total death.
Adaptive Difficulty-
Based on the number of players who entered the game, the number of respawns, and the number of final deaths, the game will adapt to become easier or harder. The more often players die, the quicker the match goes and, in some cases, the easier it gets. The fewer the players to initially enter the arena, the harder the game; the longer you survive, the longer the game. And if your last opponent dies, you win instantly. Even the crystal reward system adapts to the difficulty. No two matches are alike.
Obviously, a game like this features some wildly experimental logic. There are a lot of failsafes in place to keep things running smoothly. But even then, there may be oversights. I welcome all feedback. I even created an in-lobby blackboard with debug information to make big squashing easier.