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Shanmukha

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A member registered Jun 16, 2020 · View creator page →

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Really enjoyed this! The hand-drawn art style gives the game so much personality, and the vending machine concept is simple but really fun. The cat was an adorable addition and definitely made me smile. Everything looks polished, and you can tell a lot of care went into it. Great job 🐱🥤🎮

Really enjoyed this! The hand-drawn art style gives the game so much personality, and the vending machine concept is simple but really fun. The cat was an adorable addition and definitely made me smile. Everything looks polished, and you can tell a lot of care went into it. Great job 🐱🥤🎮

Awesome game and Unique Idea. Loved It !!

Tic-Tac-Toe. It’s the "Hello World" of game development. Everyone has made it, and usually, it’s pretty boring. X, O, Grid, Done.

But for this project, I didn't just want to make a game that works—I wanted to make a game that feels good. I wanted to take the simplest game mechanic in history and inject it with so much "juice" and polish that every move feels like a heavy sword strike.

Here is how I transformed a basic tutorial into Battle of the Board.

1. From Local to Global (The Tech Stack)

The main goal of this project wasn't just gameplay; it was to master Online Multiplayer. Instead of the usual "pass the phone" local multiplayer, I implemented a full Lobby system using Unity Netcode for GameObjects and Unity Relay.

  • Lobby Service: Allows players to name their lobbies, set privacy, and browse active games.
  • Relay: Connects players without needing port forwarding (essential for Itch.io!).
  • Authentication: A custom "Sign the Scroll" login system to handle player identities.

It was a challenge to get the networking state synced perfectly (especially handling edge cases like players quitting mid-game), but now it runs smoothly right in the browser.

2. Injecting the "Juice" 🧃

A static board is boring. To make the game feel alive, I focused on "Game Feel" principles. I asked myself: What should it feel like to place a piece?

  • Pop-Up Animations: Symbols don't just appear; they scale up with a bounce curve (overshooting to 1.2x scale before settling).
  • Screen Shake: Every time a Sword or Shield is placed, the camera jolts slightly. It gives "weight" to your move.
  • Particle Bursts: I added a custom particle system that explodes with sparks (for Swords) or dust (for Shields) on impact.
  • Hover Effects: You now see a "ghost" version of your piece before you click, so you know exactly where you are aiming.

3. The Medieval Theme 🛡️

"X and O" felt too abstract. I wanted a theme that matched the aggressive screen shake and particles. Sword vs. Shield was the perfect fit.

  • The Cross: Replaced with two crossed broadswords.
  • The Circle: Replaced with a heavy wooden shield.
  • The Board: Instead of white lines, I used a parchment map texture to make it feel like generals planning a war.
  • The Win: When you win, a glowing "Slash" effect cuts through the board to mark your victory.

4. What's Next?

This project was a fantastic way to learn the ropes of Unity Multiplayer. I'm planning to use this networking framework for my next, bigger project.

Please give it a try with a friend! Since it's online, you can just send them the link, create a lobby, and start battling.

[Play Battle of the Board Here] - https://shanmukha.itch.io/tic-tac-toe-online-battle-of-the-board

Nice art style and super smooth gameplay. It was really a challenging and rewarding experience guiding the angel through the mind's labyrinth. Awesome work on the ethereal abilities in the game, and really great combat feel.

Air Tap is a Fantastic little game. The one tap mechanic is super easy to learn. Really enjoyed the game.

the best way is to jump and then spawn a block, so u don't get stuck :)
(I'm currently working on it to fix the issue)