Rokurokubi
ROLE
Game Designer / Programmer
DESCRIPTION
Rokurokubi is another game I made in a team while at university in about 7 weeks. It was made at the same time as Monster Ball Breakers and also in a team of 6. The only difference was that for this project, we were only designers, so we had to make our own art for this game.
In this game, Two players take control of the head and the body of a japanese demon trying to get revenge on their ex-partners in the yakuza. Both players can either fight directly the enemy or if they can avoid detection, they stealth assassinate the enemies. By doing a stealth kill, the character can then use the dead body to use their special ability. The Head eats the body and replenishes health while the body can take the health to be able to pass in front another guard.
YEAR
2019
GENRE
Co-op, Beat-em-up, Stealth
PLATFORM
PC
MADE WITH
Unity
Dynamic Split-Screen
Beat'em up
If I could do it again
As we were all working on two projects at the same time we could give 100% of our attention to both of them and sadly, Rokurokubi is the one who got hit the hardest in my case. We were able to make the base of a beat’em up, but it clearly doesn’t hold a candle to any of the classics as the beat’em up aspect doesn’t feel satisfying enough to keep interest. Stealth was mostly ignored by players during playtest as we mostly focused our efforts towards the beat’em up and it is also bugged.
If I could do it again, I would first fix what was broken in our last build and try to bring a better balance between the stealth and the beat’em up aspect as we wanted the beat’em up to feel good, but not allow the player to go in the action guns blazing. We initially wanted one player to be able to handle 2 to 3 enemies at the same time max and 3 would be if they were really good at the game.
Another thing I would change would be, of course, the ui as it is pretty basic. As we were all designers working on this project, the art had to be done by people inexperienced with video game art so we decided to put our effort in the visuals in game and left the UI in dire need of a make-up.
Lastly I would at least add one of the functionality we wanted to implement at the beginning of production as even the players during the playtest come to the conclusion that it would be really fun if the two player could recombine at one point by ether using a power or at predetermined area of the game to become a powerhouse. Our idea was to have the body have increased strength while the head would have been able to shoot projectiles in multiple directions to keep enemies at bay.