*EARLY ACCESS*
I've wanted to make this game since I was a kid so now that I had some idea how I decided to do it
Referencing the summary from my store page so I don't have to repeat myself too much....
https://dongu-the-rat.itch.io/medieval-pixel-arena
"For fans of Stick Arena, Kirby Air Ride: City Trials and Realm of the Mad God we present Medieval Pixel Arena!
A multiplayer, free-for-all, bullet hell, action RPG, with seven classes nurturing unique playstyles, hundreds of equipment combinations, and infinite replayability. Every match will feel different as you acquire different relics, stats and equipment that permanently increase the power of and abilities of your character.
Games are 13 minutes long. Starting with a 10 minute "Arena Round" where players fight over resources, equipment, permanent stat upgrades and relics. After the Arena Round, players are brought to one of three minigames, Free for All Deathmatch, Monster Deathmatch and Boss Battle with different victory objectives."
I used to spend hours playing Kirby Air Ride, specifically the City Trial mode with my siblings and I found it to be one of the most fun game loop concepts even years later. Essentially -> Arena mode where you fight, find vehicles and gain permanent stats while trying to avoid having them stolen from you followed by a minigame where you compete with what you ended the Arena Mode with. I never found a game that scratched this itch for me other than Kirby Air Ride and I thought it should be more explored.
Stick Arena, I just really liked the organic lobby experience. Chatting with players. People had clans and took it super serious. Toxic and fun. Gameplay was also really fun.
Realm of the Mad God is a game I spent too much time playing. I like a lot about it and dislike a number of things. Mostly what I liked was the huge difference between good and bad players in that game. It was such a simple game in concept but in practice some players could do alone what 20 players together could not through sheer precision. I want to find that good blend. Other pros were unique game play experience, high class experience variation, and it lets you choose your own adventure.
My goal is to make a short and highly satisfying repeatable game loop with such depth to how you can play it that fully exploring it is an incredible and fun adventure.
Game mechanics will be deepened significantly. My goal is to create multiplicative depth. Options that don't add onto the other options but multiply each other. Cascading changes with one option change. This explodes the users feeling of environmental reaction.
The version out now as of this post is a working alpha. There is a long development road ahead. Updates will be often. Changes will be common and wide in scope. Much that exists now will end up having served as a placeholder. I have a firm idea of what I want to build out though I'm happy to hear ideas from anyone!






