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The quote by Rita Repulsa at the top of the Design Document got my immediate buy in. :D

I really like the refined palette diversifier direction coupled with the 8-bit art style. Building on the rock, paper, scissors mechanic is a solid direction as well.

How many Mechs are options for the player to play as? How many Kaiju will they have to fight to have played through the game?

Looking forward to playing this game!

(+1)

Thanks for taking the time to read my design document, and leaving a comment.

I planned there to be one mech, with three Kaijus, (starter, midway,  boss). My art and sprite design and creation skills are sorely lacking so I'm not sure that I can create a diverse set of designs of decent quality. I decided to go with the refined palette diversifier because I wanted to challenge my character and art design skills - I tended to use a lot of colours to convey certain game elements in previous game jams, so the limited colour palette will force me to focus and improve the character designs and animation aspects.

I found that the rock-paper-scissors analogy was helpful in forming ideas for moves and for explaining how my game will work. I haven't developed many tactical or fighting games before, so thinking about these dynamic and complex genres in terms of a simple game of rock-paper-scissors did make the tasks of designing and balancing fight actions feel achievable (or approachable at the least).