Game Dev and Playtesting


About

Welcome to Subway Smashers, a 2D fighting game with subway-themed characters! Choose from a diverse cast of subway riders and engage in fast-paced battles. Get ready to hop on the subway, and smash your opponents in this ultimate underground game!

Game characteristics

  • 2D platformer limited arena
  • Each character with different abilities
  • Each different animations
  • Various backgrounds (Platform)

Characters

In our game, there are 5 different characters: Subway graffiti artists, MTA police, Boss, Robot, and Alien. Each character has a set of basic attacks and a special attack.

Game Development Process Highlights

a) Sprite and Sound

We did all the sprites independently, including all the characters with animations. In this project, we have a very large variety of characters and different attack props, so these original sprites with different characteristics are the core of the game and are very important to enhance the whole game.

We also created most of the sound effects, using instrumental simulation, and all the background music was created by ourselves. This time we experimented with different styles of music in the game, and during the battles, the music became more intense and exciting, creating a better atmosphere for the game.

b) Combo System

We have introduced the Combo system in the combat system. Different characters can use different combinations of moves to trigger their own unique attacks.

In order to implement this system, we have made effective combos at the code level and added a rate limiter for the user's attack frequency in the process to make the overall attack system more reasonable.

At the same time, we also have different animations for different Combo attacks. For example, Boss's move is to hit the enemy with his stomach. 

c) Special attacks

All of our characters have their own unique ultimate attacks. For example, the graffiti artist will spray paint, and BingQi Lin will deliver a massive hit with ice cream from the sky.

These special attacks highlight the character's identity and personality, adding an extra quality to the gameplay and making the game more entertaining.

d) Map Selection

In the level selection stage, we didn't simply let the user choose the level to enter with a few buttons, but made a figurative map.

When the user selects a level, he can see the location of the different levels on the map, as well as the logos of the levels, to get an idea of their themes and possible characters. At the same time we have the normal maps unlock mode (breakthrough mode) and the archive mode where you can play all levels freely. Players do not have to break through step by step to experience the full game.

Playtesting

a) Characters

The rich variety of characters in our games attracted the testers. They liked the different styles and characteristics of the characters. I think these characters are very important in attracting players and creating a first impression.

b) Tutorial Level

In Tutorial Level, we give users a quick introduction to our game. Also in this Tutorial Level, we put the most popular character of the game, BingQi Lin, who has the most unique moves and tricks, so the users like it very much.

c) Map Selection

As mentioned before, the design of Map Selection impressed everyone in playtesting, and everyone liked this novel approach to level selection.

d) Background

The backgrounds of each of our battle levels are very realistic, while fitting the style of the different levels. Players really like the artwork.

Improvements

However, there were areas for improvement identified during playtesting. 

a) Virtual Control

During the test, we temporarily disabled virtual control, so the user could only use the mouse to click buttons on the computer. 

In the following work, we have optimized the overall operation to make the whole game more reasonable in terms of clicking and fighting.

b) Game Logic

In the test, the overall flow of the game was not well represented. In particular, during the test, users could only play certain levels.

In subsequent upgrades, we improved the game flow and enriched the whole pipeline experience to ensure that there are no stuck levels or other factors that interrupt the game flow.

c) Enemy AI

During the testing process, the Enemy design is not yet complete, so our Enemy seems a bit monotonous, can only perform simple attacks and simple walking.

We have made the Enemy more "intelligent" in the future, so that they can have more interaction and even some basic "tactics".

f) Difficulty

The difficulty of the game also needs to be adjusted in real time, so that players have a certain challenge while being able to pass.

We did a lot of testing afterwards and made a lot of adjustments to the difficulty parameters and Enemy AI to make sure that the overall difficulty of the game was reasonable.

Get Subway Smashers

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(1 edit)

Hah-Young Kim: I can tell how much work you guys put into the sprite animation! I love how each character has their own unique attack! Like having the artist use spray paint to attack and the robot extending it's arms to attack. It’s like they have their own personality~ The character bio feature in the beginning was also a nice touch