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Heart & Slash - 3D robotic roguelike brawler, play the alpha, on Kickstarter

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Download the alpha (PC, PC 64bit, Mac, Mac 64bit)
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A game about fighting, configuring robot parts, and love.

It can be best described as fast paced 3D brawler with rogue-like elements. As Heart you'll fight through three enemy-filled levels, fighting for your freedom to avoid industrial standardization. Modify yourself to adapt to the environment and become so dashing and irresistible nobody will dare to look away.

Heart&Slash main gameplay mechanics are inspired from successful fast-paced 3D brawlers like Bayonetta or DMC. However, where those games offer depth in the combat systems, we have chosen to go with breadth. You will be able to equip more than a hundred different body-parts and weapons, which will change your capabilities and the way you fight.


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Fight using 75 different weapons and 60 different body parts that will change the way the game plays. Teleport, stop time, fly with a jetpack, wall-jump, discover enemy weaknesses and so on. From the trivial to the game-changing, you can try thousands of different combinations

The game will have almost no downtime. Levels are short and brutal, and the game, in a successful run, should not be too taxing on your time (whether you will ever be able to make a successful run is another matter). Heart&Slash aims to offer the player something new and challenging. Ultimately, playing Heart&Slash is not about mastering one system. Instead, it’s about being able to adapt to what you are given and making the best out of it.

Weapons
Knives & Knuckles
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Cleaver, Dagger, Morningstar
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Particle Gun, Duelist Gun
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Die and try again. Heart&Slash is not an easy game. But dying shouldn't matter as robots can be easily and indefinitely cloned. Every time you start a new game, the levels you fight through, and the items or weapons you collect, will change.

Enemies
Basic enemy with a taser-lance and a shield
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Rubber enemy (slower, bigger and weak to fire), with a pair of swords
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Armed with Shield and Rocket-pads
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Flybots
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BigGrunts
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NimbleBots
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I pledged as soon as I saw this one go up. Looks like a fun game with a cool art style that isn't just 8-bit nostalgia. Surprised it hasn't gotten more attention.
 
Yeah, it's not another 2D pixel game inspired by Dark Souls so people should be interested

Hopefully now that the alpha is released, more will check it out.
 
Nice concept, even though I could only really seem to be be able to damage enemies through aerial combos.

I'd like a lock-on system and a permanent weapon switch, I don't like having to keep the trigger pressed. Alternatively, assign LB and RB to the weapons, so you can use different combinations.
 
Demo shows a lot of promise. Right now though the camera is kind of a mess, and it's not clear what I need to do to actually damage enemies.
 
New update on changes and improvements coming based on alpha feedback
We have already started taking notes on that feedback and implementing changes. Some of the bigger changes (combat pacing) will come later, since art is one of the reasons the combat sometimes lacks punch, and I want to bring the new artists into the team before committing to such a change. But a couple of things are already in progress.

3D minimap
The current minimap is hard to read, and it doesn't rotate with the camera. We are halfway through implementing a 3D version that will rotate to follow the orientation of the camera and will better show geometry and height. This will be done by this week's end the latest.

New Weapon upgrade system
In the alpha, when you try to upgrade a weapon or body-part, you have to upgrade sequentially. You start with level 1, then go to level two and finally to level three. We have implemented a new system where those upgrades are not sequential, but you can choose between them. This will allow me to define more meaningful upgrades (upgrade damage, or speed, but not both) and to give the player more choice on where to spend their experience points. This feature is already in, but we are lacking a good looking enough menu to show this. As soon as we have this working 100% we'll show you how it works (ETA, next week).

Discrete health
In the alpha, due to the (not very well explained) way resistances work, some of you had trouble knowing when you were damaging enemies. Well, you were always damaging them (as long as the hit particles where triggering) but that damage could be so small it was not noticeable. I have switched the damage to be based in integers (discrete steps) and made it so that every attack is guaranteed a minimum amount of damage. No longer you have to hit an enemy 20 times to bring it down! This will make enemies in general weaker, and thus make the game *slightly* easier. This is already in the game (hey, we are working hard at this!).

End of level boss
There are three systems missing in the alpha (that is, things not even implemented yet, not things that need improvement). Those are: secret rooms, NPC quests and boss rooms. Of these, boss rooms are the priority, since the alpha right now lacks an ending and a goal. Thus, we have started design work towards our first boss. This will take time to implement, given all the other work we have to do before, but we'll share something soon!

Also more detail on another enemy: the FlyBot
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The FlyBot came to be as I was thinking on how to create an enemy that needed to be very different to the first, ground based, grunt I implemented. But since then it has become what I consider the most iconic enemy in the game. Other in the team have a different opinion. To each his own, I guess :) .

After the first pass at implementation, the FlyBot came with three modifications. One of them was a head cover that allowed it to withstand four frontal hits before shattering, and that gave the brittle enemies a little bit of staying power.

The other two modifications were incompatible between them, since they were weapons (the head cover is compatible with every other modification the FlyBot has, since it doesn't take the weapon slot). One of them, the one in the render above, was the drill. FlyBots with a drill charge towards Heart after a short warning period. It´s a fast, long charge, and yes, you better get out of their way!

The second weapon can be seen in this early video, along with the drill and the head cover (also notice how murky and brown the game looked like then!) As you can see, the cannon is a ranged weapon that happens to hurt the enemies as much as it hurts Heart. It brings new dynamics to a fight with a cannon FlyBot, since normally you want to kill this enemy last, so you can use its attacks to damage other enemies (but be precise when timing those rolls, or you can get caught in the explosion).

With those three modifications done, the first pass at the FlyBots was done. I kept working on other parts of the game that needed attention, before returning to them a couple months ago. When I came back it was time to create the color variants (I'll explain in a post soon how these colors serve as visual shorthands for enemy resistances) and give them two more weapons so they could offer more varied gameplay.
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The first of these new weapons is the Saw. It differs from the drill in that it's dangerous when the FlyBot is not charging towards you. See, it damages Heart on contact, so you have to be careful about hitting the enemy from a long enough range. And when they hover over you, they deny you the ability to jump (well they don't deny it, but you better not jump...). It might look harmless now, but when you fight them in-game, you´ll realize how vicious they are...

The other weapon (if we can call it that) is a little different. The Field Enhancer doesn't hurt Heart, but it makes the FlyBot hover over another enemy, creating a shield that makes said enemy invulnerable. The only option is to attack and kill (or drive away) the FlyBot so that the shield deactivates. This Field Enhancer is the first weapon we implemented that actually allows enemies to interact with each other in meaningful ways. This allows for more varied waves for the player to beat, and for emerging behavior and strategies to appear during gameplay.
 
New update discussing the focus on "breadth". rather than depth

Good games in the hack'n'slash genre (or spectacle fighters, whichever you prefer) are those which, after several hours of fighting enemy after enemy, still have something that keeps the gameplay fresh. The most usual way to achieve that is having a deep combat system, and forcing the player to learn and exploit new tricks as she progresses. Ideally, a player in the last levels would be playing a completely different game than she was at the beginning.

We don't have the time, money, or desire to design such an intricate combat system. It would be very complex and require lots of testing and balancing. Bayonetta probably had more people just working on balancing the combat than we have in our entire team! Accepting this limitation, Juan decided to go for something different. Taking inspiration from our beloved ADOM and other roguelikes, he went for gameplay breadth. Instead of a few exquisitely specialized combat options, Heart&Slash will offer a lot of them, but only a few per run. Each weapon will, of course, be considerably shallow by itself. Swords have a few combos, usually not hard to pull out. Guns are just guns, close combat equipment favours speed and damage over safety... But, even in their simplicity, no two weapons will be the same. Each will have its particular quirk which you'll have to identify and learn to take advantadge of. Some are pretty obvious, like the current combination of Metal, Fire and Lightning Katana. Others are more nuanced.

Let's have a look at our current set of ranged weapons, to get a little taste.

Old shooter: 6 shots, with slow auto-aim. Laser: dual elemental damage, must recharge after each shot. First person aiming. Shortgun: 1 shot, no auto-aim, but wide damage and deadly at very close range. Duelist gun: 3 bullets per run, bougth with experience. Each bullet is guaranteed to kill an enemy (it's a one shot kill weapon). Your "get out of jail pass", if played wisely.

These four weapons, although similar in intent (kill'em before they get too close), ask for different play styles, and are useful in different situations. The laser allows you to precisely aim at your enemies' weak points, while the shortgun is great when jumping inside small robot hordes. The old shooter plays somewhat cooler, with its ability to pinpoint enemies as they get closer.

And with these combined you would be save from almost every enemy in the game. But still, there will be ocassions when being armed to the teeth is not enough. Enter the duelist gun.

The duelist gun will feature the most extreme risk/reward step in the game, unless we (or one of you, backers) come up with an even crazier idea. This gun requires sacrificing a weapon slot for the remaining of your run, and lots of XP. And only for a bullet. Then another. Another. And then it's over. you will never make more than three shots with a duelist gun.

But those three bullets can make the difference. Each one can kill any enemy in the game. So, three bullets, three enemies killed. Any three enemies. From the lowliest thug to the most wicked boss.

Still, you must cock the gun, aim and shoot, which takes a very long time. And let me warn you: robots have received no training in sportsmanship. Don't expect them to patiently stand still, turned sideways, while you complete your little ritual. But be faster than it is and your enemy is done.

Finding the right moment to use each bullet will be key in successfully getting the most of it. When does Mr. Boss give enough time to prepare the shot? But more importantly, which boss or special enemy should your bullets be reserved for?

These four weapons exemplify our approach to design. Each one has something special about it, to have its particular place in the world of Heart&Slash. Even minor differences should once in a while make the player doubt which combination would work best. Add special sets which interact to open new possibilities, and you can expect new surprises for a considerable amount of replays. Ideally, a player with lots of weapons unlocked will have to play a completely different game than one barely starting to know the world.
 
Update:
https://www.kickstarter.com/projects/1597522957/heartandslash/posts/763974
Developers added some Digipen talent to their team. If you've seen Nitronic Rush or the games that inspired Portal and Portal 2 (Narbacular Drop, Tag: The Power of Paint), you know any Digipen students are always ones to keep an eye on. Also the lead developer is a teacher at Digipen, if you weren't aware
Julen, Xabier and Sendoa, three young artists from DigiPen Bilbao, have decided to bring their creativity into Heart&Slash.

We've asked them to write a little paragraph to introduce themselves and to show off some of their personal work. Enjoy!

SENDOA BERGASA
I'm a Junior student at DigiPen Bilbao. This is the first time I'm professionally involved on a videogame, although I have previously worked on three other game projects: A couple of 2D platformers, 'Twisted' and 'Future World'; and 'Iona Coded Will', a first person 3D game that is currently in development. By the way, my website is www.sendoa-bergasa.com.
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JULEN URRUTIA
My name is Julen Urrutia, and I'm about to finish my Fine Arts in Digital Art and Animation. I am very excited to take part in Heart&Slash as an artist and I hope that together we will make this project as big and fun as it deserves to be! Check out some of my other projects https://www.behance.net/Julenurrutia!
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XABIER URRUTIA
Hi, I'm Xabier Urrutia, a young artist about to finish my art degree. Concept art and video games are two things I love and I'll be pleased to help doing both in Heart&Slash! Take a look at some of my portfolio https://www.behance.net/xabierurrutia
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40 hours left to support Heart & Slash on Kickstarter
The campaign is less than $2,000 from its next stretch goal:
ALTERNATE BOSSES - The game will ship with three bosses. Shall we hit this goal, we'll add three new bosses that will randomly substitute the original ones, so you never know what's coming.
 
Now less than thousand till reaching the Alternate Bosses goal

Here are some concepts for a potential first area boss



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More details on the Endless Dungeon mode
So I settled on the following solution: The Endless Dungeon will be an unlockable mode (not too hard to unlock, but it will require completing Slash's first quest chain) that won't feature Heart, but Slash.

That's right, you get to play the cool, angry robot this time!

Slash will play slightly different to Heart. Some of the upgrades and pickups will be different, and its base abilities will also focus on a different gameplay. Details are still subject to implementation and testing, but the overall idea is this: Faster, nimbler and harder hitting than Heart, Slash will have less health, and its runs tend to end very abruptly.

During the endless Dungeon, you will be playing Slash's attempts to defeat QuAsSy by itself, before it met Heart.

Unlocks in both modes (Heart mode and Slash mode) will influence the other, but the main mode and main story continues to be Heart's.
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