v0.3.1 - Call for Playtest


Call for playtest

SuperStarfighter keeps in its development journey.  

Lots of new things have been added. New game modes and new arenas. All of them need testing. And we need feedback.  

If you just came here and you're wondering  "Ok, but... What is SuperStarfighter, though?", we have an answer for you and some pictures. 

SuperStarfighter is a league in which 5 alien species (currently) bring their own view to the galaxy. It is sort of a sports competition, in which every game mode is a different "sport", as in the Olympic Games. The idea is that every species brings a "sport" they are passionate about it. The first species who  wins 3 matches wins the competition.

Single or multiplayer

This game was born as a couch local-multiplayer game, but we added the option to play single player - with a bot, that is not really smart but goes directly to the point. But we suggest you gather some friends and play with the gamepad.

Frantic and non-stop action, with just one button

There are 5 species right now and 4 different Gamemodes. All of them spin around two principal mechanics: The feeling of driving a ship which cannot stop and its physics (drifting, collision, speed), and the fact that your only way to attack and defend is to shoot a bomb from your back. The bomb generates a recoil that propels you in the opposite direction, and an explosion that might kill your opponents... or kill you.

So... basically, no brakes, frantic combat, speed, bombs in order to put together people and try to win the league. Just with bombs . You only need a single fire button and the analog stick.

Game modes

In this version 4 game modes will be tested, each with a corresponding arena. 

Capture the flags

Capture the flags mode

Take the crown

Deathmatch

Collectable diamonds

The game focus and the frantic scenario bring the player to an easy death, but you will be respawned immediately after for a new attempt. Short downtime, as intended.

Session and match feeling - what we need to test

We have in mind looots of game modes (and lots of game modes have already been thrown away). We are experimenting right now with different arenas (so, different level designs) and on how to achieve a good "session feeling".

I'll tell you more about it. Each match is held in an arena with its game mode: you have a purpose - the game mode - and a time (or points) to reach that goal. This raises many design questions: How long do we want the match to last? How much players are enjoying it? Is the goal of the game mode clear enough? Is it fun? Is it enjoyable? How frustrating is the death? How long till you respawn? Too short? Too long? Is it fair? 

Then there is the "session feeling": Once a combat is finished how much the players want to carry on with the game? Would they like to keep going with the same game mode? Would they like to change it? Would they like to choose the new game mode? How many matches would they be willing to play?

What do you guys think ? Would you give SuperStarfighter a try? 

Files

superstarfighter-linux.zip 73 MB
Jun 01, 2019
superstarfighter-mac.zip 75 MB
Jun 01, 2019
superstarfighter-win.zip 71 MB
Jun 01, 2019

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