Colosseum Brawl by deadpixelsociety
Colosseum Brawl thrusts you into the world of intense, bloody gladiatorial combat where you must fight with everything you have to survive!
Colosseum Brawl is a single-screen 2D fighter game where you must survive round after round of bloody fighting to curry the favour of the fickle crowd.
* Jump, dodge, and roll away from harm while doing your best to survive as long as possible.
* Land hits to build up combo multipliers then land a kill for increased favour!
NOTE: There are no sound/music controls in game, sorry. You'll have to use your system volume to make it comfortable if needed. <3
EDIT @1:30am: Recompiled for Java 1.6 to help alleviate possible issues on OSX. No game changes.
Requirements:
* Java 6+
* OpenGL 2.0+ Compatible graphics driver
* 800x600 resolution (fixed screen size atm)
Programming: Matt Sams/The Dead Pixel Society (@deadpxlsociety / http://www.thedeadpixelsociety.com)
Art: Ajmal Rizni
Music: DST (http://www.nosoapradio.us)
Colosseum Brawl is a single-screen 2D fighter game where you must survive round after round of bloody fighting to curry the favour of the fickle crowd.
* Jump, dodge, and roll away from harm while doing your best to survive as long as possible.
* Land hits to build up combo multipliers then land a kill for increased favour!
NOTE: There are no sound/music controls in game, sorry. You'll have to use your system volume to make it comfortable if needed. <3
EDIT @1:30am: Recompiled for Java 1.6 to help alleviate possible issues on OSX. No game changes.
Requirements:
* Java 6+
* OpenGL 2.0+ Compatible graphics driver
* 800x600 resolution (fixed screen size atm)
Programming: Matt Sams/The Dead Pixel Society (@deadpxlsociety / http://www.thedeadpixelsociety.com)
Art: Ajmal Rizni
Music: DST (http://www.nosoapradio.us)
Ratings
| Coolness | 57% | 3 |
| Overall(Jam) | 3.37 | 358 |
| Fun(Jam) | 3.31 | 306 |
| Graphics(Jam) | 3.78 | 242 |
| Innovation(Jam) | 2.62 | 764 |
| Mood(Jam) | 3.19 | 388 |
| Theme(Jam) | 3.73 | 324 |
@sorlok, thanks! I agree and we wanted more/different enemy types, but ran short on time (like always).
@Germanunkol, a quick run just now got me to 8000 flat so not too bad.
It would have been nice if the crowd woud support you with healtphpotions or a shield when you reach certain scores (like in the hunger games).
I wanted more depth from the gameplay
Small note: the high score didn't update with my score on the first death.
The only thing I had repeated issues with was the responsiveness of the sword and actually swinging/hitting enemies. A lot of my sword swings didn't seem to register while interacting with the enemies -- either the sword didn't swing at all, or it swung a few milliseconds after hitting the space bar. There was no real problem without enemies on the screen, but once they came on board, I had a hard time slaughtering them. The sword swings were also a challenge to hit. I didn't know if I was supposed to keep them on the tip of my sword, or somewhere in the middle, or something else, due to the sticky interactions. :(
The game does need a bit more balance in terms of fighting, and it needs more content, but overall, it's definitely one of the more visually appealing games out there. :) Good work!
I only hoped if there were some more mechanics, because it felt doing the same stuff over and over after a while. maybe some enemy types would help.