Hero Battle - Fantasy Arena was released!


It all started with my first game jam, after playing Vampire Survivors I was excited to make a game like that, so when I saw this jam suggestion on my dashboard I didn't think twice! I was lucky to already have an asset that would speed up the development, so I started preparing for the jam!

When it started I was already familiar with the projectiles asset and had a design in mind, I had to hurry, because I was going to travel before the end of the jam, so I didn't had the same time available as other competitors. In this rush I had to completely sacrifice the theme of the jam, and focused on the mechanics and content. 

My goal since the beginning was allowing local multiplayer, so friends could play together on the same PC! So I had to prepare two different enemy summoning systems.

It wasn't an easy project, I had to struggle multiple times with a complex system, that I knew only superficially, and I had to optimize a lot! A web build of an Unity game isn't suitable for spawning hundreds of meshes and having all of them animated at the same time... I also tried out this asset to improve performance, but for 6 animations, per 4 characters (I only had 4 enemies at start) my project jumped from 30 MB to 80 MB, and I still had to add lots of new enemies, so it turned out to be too much for this project (maybe I do it for the PC build?).  

The solution I found for the performance, was lowering the image quality and removing the shadows when the scene gets too crowded, that's quite easy to do, thanks to X-Frame accelerator, but it was only released on this later version.

So that's a brief story about my new game, I'd love to hear your comments! I'm not sure if I should keep improving it, the first day metrics are terrible, so I'm a bit discouraged. 😑

Files

HeroBattleH5.html Play in browser
Jul 16, 2022

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