Tiny Arena by Dooleus
NEW 2013-08-29 - Added Android version.
A mash-up of Zelda and Super Crate Box, Tiny Arena pits the player against endless streams of monsters with an arsenal of 6 different weapons, which are selected randomly every 10 seconds. There are also powerups which increase movement speed and grant invincibility for 10 seconds at a time.
Art assets made with ASEPRITE.
Music made with REASON 4.0 and the TGSF21X soundfont library.
Sound effects made with BFXR.
Coded in GAME MAKER STUDIO.
Source .gmz is included in the .zip
HOW TO PLAY:
Extract .zip and run the .exe file, or play the HTML5 version via the link.
Use WSAD or the ARROW KEYS to move.
Press SPACE to attack.
Press ESC to quit.
Press M to toggle the music.
--Bugs
In the web version, the wizard's magic sound stacks with each instance of the magic ball onscreen. This is not supposed to be the case, and doesn't happen in the Windows .exe
Sometimes when the shuriken is first activated, you have to move before it will throw in the right direction. I forgot to copy some revised code from the other ranged weapons to this one... my bad. :(
Another bug I just found is that if you grab the boots powerup twice before the first one has worn off, your movement speed is permanently doubled. Also, the shield and boots timer on the UI are overlapping... I'll find a way to remedy this in a future version.
Based on the feedback I've gotten, I will probably release this on Kongregate and Gamejolt with slightly increased movement speed and some new level layouts (randomly placed pits perhaps?)
Thanks to everyone who plays and leaves feedback! I really appreciate it! This is my first time participating in a game dev compo, and I'm having a great time checking out all the stuff that everyone's put up.
-Rob
A mash-up of Zelda and Super Crate Box, Tiny Arena pits the player against endless streams of monsters with an arsenal of 6 different weapons, which are selected randomly every 10 seconds. There are also powerups which increase movement speed and grant invincibility for 10 seconds at a time.
Art assets made with ASEPRITE.
Music made with REASON 4.0 and the TGSF21X soundfont library.
Sound effects made with BFXR.
Coded in GAME MAKER STUDIO.
Source .gmz is included in the .zip
HOW TO PLAY:
Extract .zip and run the .exe file, or play the HTML5 version via the link.
Use WSAD or the ARROW KEYS to move.
Press SPACE to attack.
Press ESC to quit.
Press M to toggle the music.
--Bugs
In the web version, the wizard's magic sound stacks with each instance of the magic ball onscreen. This is not supposed to be the case, and doesn't happen in the Windows .exe
Sometimes when the shuriken is first activated, you have to move before it will throw in the right direction. I forgot to copy some revised code from the other ranged weapons to this one... my bad. :(
Another bug I just found is that if you grab the boots powerup twice before the first one has worn off, your movement speed is permanently doubled. Also, the shield and boots timer on the UI are overlapping... I'll find a way to remedy this in a future version.
Based on the feedback I've gotten, I will probably release this on Kongregate and Gamejolt with slightly increased movement speed and some new level layouts (randomly placed pits perhaps?)
Thanks to everyone who plays and leaves feedback! I really appreciate it! This is my first time participating in a game dev compo, and I'm having a great time checking out all the stuff that everyone's put up.
-Rob
Ratings
| Coolness | 66% | 3 |
| Overall | 3.47 | 195 |
| Audio | 3.42 | 114 |
| Fun | 3.55 | 115 |
| Graphics | 3.12 | 416 |
| Humor | 2.57 | 389 |
| Innovation | 2.64 | 804 |
| Mood | 3.27 | 207 |
| Theme | 3.17 | 566 |
The movement being limited by your attacking is what helps to balance the weapons, so that the more powerful/useful weapons (like magic and the bow) are a little bit riskier to use.
BlueRage:
The bombs are definitely tricky, but pretty powerful if placed correctly, as they can potentially deal three damage to a nearby enemy. I may rebalance things slightly by making the enemy's invulnerability period shorter, making the bomb do more hits, while increasing the magic speed to prevent it from doing multiple hits (it goes through enemies which already seems powerful enough to me)
I thought about making multiple arenas a la Super Crate Box, some of which may have helped with the cramped feeling, but ultimately didn't get around to it. Perhaps in a future version.
OldPeculier:
It definitely helps having done a top-down Zelda-like game in Game Maker before! I've also made several arena-style survival maps for HL2 in the past, from which this draws some influence.
Here's a breakdown of my weekend from start to finish:
I came up with the concept at like 12AM Friday night and got out of bed to work on the basic framework for a couple hours, but a crash took out my first hour or so of work. Frustrated, I restarted and got back up to where I was, then put together all of the art before I went to bed at like 2:45. The next morning (after waking up at 9AM because my GF was going to work) I knocked out most of the sound effects in a short time (I really love working with BFXR), added in some extra mechanics like the pits, and touched up the UI.
Last night, my '80s cover band had a gig, so I had to leave for setup and soundcheck at 1:30 and didn't get home til about 5:30, at which point I had about another hour to work on the game - I threw together the battle music and the title screen music during that time. I got home after the gig at around 2 and I was completely wiped out so nothing else was worked on then.
Today, I fixed up the UI some more, refined some of the sprite depth code and tweaked the weapon balance a little bit to make running out of ammo pretty difficult to do. I also put together a death music theme which I'm pretty happy with. I added in the powerups in the last couple hours or so of the compo before I submitted and went out to gorge myself at a Chinese buffet. :)
Thanks to everyone for playing and leaving me feedback! It's definitely a pleasure to hear that people enjoy my work.
At one point I made the sword able to kill the wizard's attacks, but that made the sword feel super OP to me. I'll probably reduce the cooldown from the bombs, too, as they seem a little skewed on the risk/reward ratio. Thanks for your feedback!
dekart:
Thanks! Glad you enjoyed it! You can check out some more of my music at http://www.soundcloud.com/rob-dooley if you'd like.
- agree with kevin that not being able to move while attacking was painful. i can see how it's useful for balancing/differentiating but it doesn't feel good. didn't really enjoy using the bombs or magic, everything else felt more fun.
- large player hitbox + large enemy magic bullets + high rate of fire for enemy bullets + small arena = often impossible to avoid
- nice death animations!
Don't give me credit for that, I used Game Maker Studio, so all I had to do was click HTML5 from a drop-down menu :)
Everyone else:
Thanks! I'm super happy so many people are enjoying it! I'm sorry the bombs are so crappy. :) I'm brainstorming ideas to make them suck less.
Glad to see it being done, and so well at that. My favorite weapon would be the bow. :D
Great job on this! Really enjoyed it!
It very fun and chalenge to play. Good job!
The game was fun and the music was really good.