Thing & Fist
Smell
Name: Thing & Fist
Date: Spring 2024
Platform: Windows, Steam
Role: Systems/Combat Design & Music
Team members: Graham Okai, Wisdom Edwards, Sam Dansereau, Andrew Feddersen, Ethan Levine, William Chrin, Noah Thompson, David Silverman, Avery Whitehead, Eva Colabatistto, Riley Burns, Kyle Oeze, Max Cohen
Smell
When I joined the team on this project, one of the main areas we wanted to improve was our combat scenarios. When designing our encounters and enemies, we wanted to create situations where each player could flex their strengths and unique movesets. This is what guided our design when it came to improving enemies and placing them on the map. First was our slime cops, which were low health melee mobs. We made them weak on their own, but able to surround and overwhelm if they’re able to get in a group. Then there were the “B.A.G.” enemies, longer range enemies with a powerful shot they’re able to launch at the players. These 2 basic enemies were placed throughout the levels in places that complimented their core design. The Slime cops are centered around major chokes or paths of travel, and the B.A.Gs are placed in corners, off-angles, and other places they’re able to take advantage of their own sight and some protection. Then, our more complex enemies are added in. We have our spewer cauldrons, which launch a powerful magic explosion that does lasting damage. These enemies are placed near the backs and walls of encounters, to take advantage of their long range, and lengthen the amount of presence they have in a combat encounter. Then, we also had our shadow hands, a melee alternative that uses stealth and invincibility to ambush the player, then sneak away. These were placed around corners and cover, so they could sneak out and surprise each player. This type of design works perfectly to compliment each character. Fist can mow through Slime Cops or punch a Shadow hand right out of its shadow, but will need support through his own walls, Thing’s shield, and Thing’s powerful ranged blasts if he wants to make real progress. Thing, on the other hand, does great against range, but does best with Fist’s raw power helping him when it comes to melee. With these designs, both characters can feel powerful doing what each of them is good at, but forces the players to use teamwork and reliance on the other to make it through the level successfully.
Level 1 Playthrough: https://drive.google.com/file/d/13ixP_cSv4zgNBnQ7k6CYT6neST_CvFkf/view?usp=sharing