The core of fun
Table of Contents
Our design started by defining interactions, the camera, and controls. We had some ideas about the visual style and stylization we wanted to achieve. We also had a strong theme and mood in mind. But the core of fun lies in interaction with the environment.
Gengre
Our game is an old-school, four-player deathmatch with a top-down camera. You control your character using the arrow keys, which allow horizontal, vertical, and diagonal movement. Movement is limited by the default player speed and the boundaries that define the level. The level uses a tile-based system, which defines the coordinate system. Procedural power-ups will appear on this grid, boosting movement speed, spell range, and spell strength.
Gameplay
The goal is to eliminate your opponents and be the last one standing. Each player has health defined by a range. You can reduce your opponents’ health with spells that you shoot in the direction your character is currently facing. The power of your spell is determined by how long you hold the fire button. However, when charging a spell, you cannot move. The basic shot has limited power and speed, while a fully charged shot increases both speed and strength.
Camera
The top-down camera gives players a full view of the action, allowing them to make tactical choices and predictions. Players must predict opponents’ moves because movement is limited by direction, boundaries, and speed. Power-ups can increase firing or movement speed, but they can also be traps—perfectly timed shots can punish greedy players. Obstacles also appear on the map and create new tactical options.
Interactions
The core fun lies in predicting enemy movement and planning power-up pickups. Once you pick up a power-up, you can’t deactivate it—you have to wait until its effect wears off. Some power-ups are negative: for example, reducing your speed or teleporting you to a random location. Only one power-up is active at a time. Your power-ups are stored in a stack and are activated automatically in the order you collected them.
The goal
The winner is the one who defeats all opponents and survives. A secondary score board summarizes game statistics using an algorithm.r game is an old-school, four-player deathmatch with a top-down camera. You control your character using the arrow keys, which allow horizontal, vertical, and diagonal movement. Movement is limited by the default player speed and the boundaries that define the level. The level uses a tile-based system, which defines the coordinate system. Procedural power-ups will appear on this grid, boosting movement speed, spell range, and spell strength.