The game was created for Amaze Me Game Jam - GMS2.

This is a turn-based arena battle with controlled placement of waves of enemies and obstacles. This is a virtual performance on hacking computer systems. 

Your task: to process the required amount of data to penetrate the server.


HOW TO PLAY

The game is divided into moves. Each turn is divided into several phases.


Short description

Phase 1: on the right is a 4 by 4 field with the enemy and obstacles, we choose his position and orientation on the field to the left (6x6). We send.

Phase 2: using energy (action points, 3 is added at the beginning of the phase) we perform the actions of the players (movement, shooting). We end the turn.

Phase 3: opponents are walking.

The turn ends.


Full description

Phase 1 - data acquisition.

 At the beginning of the turn, you receive a data packet from the server, which must be placed in the "Arena".

A data packet is necessary for objects located on a 4 by 4 grid. Using the data controls, you can rotate the grid with data, specify a place for data recording in the "Arena".

When finished, click on the submit data button. If the objects overlap, then they will be overwritten. If the intersection occurs with a player, then in the case of an enemy or an obstacle, you take damage.


 Phase 2 - player actions.

 Having loaded the data into the work area called "Arena", you can activate your abilities (movement, attack, teleportation). In more detail, about each ability and about each object, you can read on the information panel (right-bottom) by selecting the required object.

For every action you take, you need to spend energy. Each turn in this phase, you automatically gain 3 energy. Energy, like life, accumulates from turn to turn.

This phase will end if you run out of energy or you clicked on the "Confirm" button.


Phase 3 - the actions of the opponents.

In this phase, the enemies begin to act to destroy you.

Then a new turn comes.

Not everything is as difficult as it seems, try it. =)


GAME MODES

  • Task - it is necessary to download 11-15 data packets, and a point of penetration will appear.
  • Endless - there is no way out. =)


CONTROLS

  • Windows - Mouse, F4 - Fullscreen.
  • Android - Tap.


Creative Commons attributions

Download

Download
NeonArena.zip 46 MB
Download
NeonArena.apk 51 MB

Development log

Comments

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(+1)

Too easy...

Thank you for your interest in the project! =)

The artificial intelligence of opponents is very simple:

  • the enemy "Fighter" (as I call him) - moves towards the player if he is in sight (it is determined by the ray from the enemy to the player, if there is a wall on the way, the enemy does not see you and does not move), speed - 3, attack - 2, melee;
  • the enemy "Shooter" - moves towards you, if it is possible to build a route and shoots if it is on the same line (horizontal or vertical) with the player. Thus, he destroys the walls between you. Speed - 2, attack -1.
  • the route is calculated by the A* (Star) algorithm, which are in the engine GMS 2 in the (mp_grid) functions.
  • opponents act in turn (in which they appeared).

As a result, they are just stupid and we get a simple tactic: hide them behind the wall.

 This version was made in 2 weeks and is a prototype of the game mechanics. The purpose of this prototype is to demonstrate the mechanics and get feedback on whether it will be interesting for the players. The concept turned out to be successful (based on the comments). Now the task is to make a full-fledged game out of this. I am currently working on this project. The work starts from scratch and everything will be changed (style, graphics, music, training, AI, and so on).

(+1)

That's great to hear you are continuing to develop this. 

(1 edit) (+1)

I should post this here instead :) 

In my opinion, there should not be that much text just to explain how your game works, i think that is bad design. The game should explain itself in gameplay, or give a explanation once as the game starts, and when a new thing occurs. I liked the  gameplay in general but i dont like that you need to watch to the right and left back and forth all the time, maybe it is just me i dont know, It started to hurt my eyes abit and was a little confusing at times. In the start menu you should have the text START GAME or something, not TASK. Not that fond of the music, it sounded very generic. I could not switch to full screen, do you have that option anywhere? This game could be better with some more time into it! :)


Edit: i just saw that F4 was fullscreen, so dont mind that :)

Thank you for playing and for your feedback!

  • Training is the weakest point in the project. Everything in the game was done during the competition (only the music I edited for this project, my old tracks), as a result, there was no time left for the training levels. This version demonstrates pure gameplay mechanics, the very essence.
  • The buttons in the main menu reflect the launch of the game in one mode or another, so I did not make unnecessary submenus for this.
  • The location of the data for sending and the arena itself involves placing them in different places. I will experiment with the data display format.
  • The project is being developed from scratch, as it is just a prototype (with the appropriate code quality). In future versions, good training is planned, which will smoothly teach the rules of the game, mechanics, abilities, enemies, etc. I will also develop my skills as an artist and composer.
(1 edit) (+1)

cool mechanics! i think is Hard to make but very interesting to play for who like a strategic games!! really great work for my opinion

Thank you for playing and for your feedback! I am very glad that you liked it and it was interesting! =)

(+1)

Thanks for the Video. It didn't even occur to me that I could shoot further than one square. I thought I could only shoot the square right next to me. I'm going to play this more, and will probably get much farther now.

I guess it was confusing how the movements are displayed. And the arrows on the shooting ability are too small to associate with direction. 

Glad I was able to interest you. =)

(1 edit) (+1)

Maybe an extra dotted line showing the bullet trajectory would work, or perhaps for the direction indicator, an animated arrow that shows it moving outward. I really like this game. I keep coming back to it.

Thanks for the offer, I'll write it down for myself. Anyway, I was planning what to do about it, now there are options. =)