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The game I'm making is heavily inspired by 'Rounds.' Rounds is a 2-player 1v1 roguelike shooter where you get stronger every time you lose, and the first to 5 rounds wins. I wanted to pack this with all the elements I love.

I’m aiming for that typical roguelite synergy feel but in a 2D top-down style.


The goal is Battle City-style terrain with Enter the Gungeon-style characters (though Gungeon is technically 3D). Long story short, I'm aiming for about 59 upgrades. 17 of them are just stat buffs with no special gimmicks, and those are working fine.

There are 6 types of upgrades. One difference from Rounds is that once an upgrade is picked, it won't show up again. Especially for 'Gun' types—once you pick one, you won't see another 'Gun' type upgrade. I originally thought about letting them stack, but the chances for synergy felt too low, so I changed it. 'Gun' upgrades have mechanics that are way too strong to overlap. For example, holding a sword instead of a gun and using the recoil to attack,

A spear that has only 1 ammo but can be charged and thrown,

Or shurikens that you recall after attacking and reloading to deal damage, etc.

So yeah, those are the upgrade plans.
Recently, I've almost finished the foundation, so I'm trying to build the dev mode first. For now, the goal is to finish a simple local version within 6 months, and then spend more time later to launch on Steam.






I'll try to make my own in-game icons, but if I'm too swamped, I might just use assets.
"One user is getting hit by a wave of nostalgia over Battle City, while everyone else is just spamming stickers to support the dev."
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