Concept Log


Working Title

Retro Rumble

 

Concept Statement

In Retro Rumbles player will compete against each other using projectiles, power-ups, and the environment around them to secure victory.

 

Genre

Casual, Retro, Fighting.

Concept Creation Process

When developing the concept for this game, I looked to games I have fond memories of playing with my friends. One game that stuck out here was Smash Bros., but when thinking about the complexity behind a game like this it became quite daunting. So, I decided I would shift away from the complicated combat system featured in many other fighting games and opt for a much simpler projectile-based approach. Instead of directly contacting the other players to deal damage, the player would instead shoot a projectile.

Figure 1 - Super Smash Bros. Ultimate gameplay

This projectile system then changed the way I thought about power-ups, I wanted to move to a system where all of them would be simplified down to stat buffs and de-buffs. I looked to The Binding of Isaac, which features many items related to the increase of the damage and speed of the player’s projectile but can also weaken or slow the player. Unlike The Binding of Isaac, I don’t want player to be able to stack multiple buffs at once to create an overpowered character, so the power-ups will wear off after some amount of time.

Figure 2 - The Binding of Isaac item room

When thinking about map creation I went back to Smash Bros., wanting a bunch of maps that the players can pick from, and to keep those maps from being mainly just cosmetic changes wanted to follow the path Smash Bros. took, by adding things like decay and movement, as well as buff and de-buffs zones where any player in the area would receive the power up.


 Figure 3 - Super Smash Bros. Ultimate stage select screen


Audience and Competitive Analysis

This game is for everyone. Casual fighting games like this are widely popular from kids playing with their friends to entire tournaments being built around them.

Competitively this game goes up against titles like Smash Bros., Brawlhalla and Shovel Knight Showdown, which all feature unique mechanics and art styles.

The simple art style and mechanics make this game easily accessible in terms of both playability and hardware specifications.

 

Game Treatment

Setting

Retro rumble features no true setting, instead opting for different maps or levels for players to fight on. This keeps the game visual interesting, while also adding new play styles based on each level’s differing power ups and buff zones.

Player

Each player starts with a set amount of health points and extra lives, if their health reaches zero the player will lose a life and respawn on the map, if the player has no lives remaining, they will lose the match.

Power ups

At any time during the match power ups will spawn at different locations around the map for the players to collect. Power ups could increase the player’s movement speed or shooting speed, but some power ups can be used against other players, applying negative effects like slow or stun.

Map Effects

Some maps will feature areas on the map that apply buffs like increased jump height or debuffs like weakness. Any player in the area will receive the effect making for more interesting gameplay. Another map feature is warps where on contact the player will be transported to a different area of the map.

 

Art Style

Given the heavy focus on power ups I felt this game needed to be quite retro in its appearance opting for the use of 2D pixel art like the first Super Mario Bros. game. This also keep the game simple with the objects and player all essentially being the same size and all fitting into a grid.

Figure 4 - Super Mario Bros. level

  References

Figure 1 - Nintendo, Super Smash Bros. Ultimate

Figure 2 - Edmund McMillen, The Binding of Isaac

Figure 3 - Nintendo, Super Smash Bros. Ultimate

Figure 4 - Nintendo,  Super Mario Bros.