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Jewel's First Game Lobby Issue 3

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jur_esque 12/31/17
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Heyo, guys! You probably know me as Jewel, one of the Curators of NSA and manager of the Switch Chronicle and Suggestion Board. I am just a lil girl who has dreams of becoming a big shot game developer and making all the green :ok_hand: :ok_hand: :ok_hand: . So I figured that I would log Not ideas in a public place where all of you can see it and be super hyped for it. It won't be coming for another 10 years or so, but hey, I can still share this, right? Soo...

What if I put a game on the Switch or a future Nintendo console?

Jewel's First Game Lobby Issue 3-[C]Heyo, guys! You probably know me as Jewel, one of the Curators of NSA and manager of the

A very interesting topic that I am sure a lot of us have thought about. So, let's go ahead and figure out the answers from my side anyway. As I lay away the days, listening to Sakuzyo, I think and I think, I develop and create. Now, I'm writing. Writing the ultimate log of my future! Welcome to Jewel's Game Lobby!

Jewel's First Game Lobby Issue 3-[C]Heyo, guys! You probably know me as Jewel, one of the Curators of NSA and manager of the

So now we know the setting, we know the backstory, we know the premise, and we know the story. Now... What's left to talk about... Ah. Of course; silly me. We need to talk about how the game actually looks and plays!

Visuals

Just imagine some linear Anime game running at 720p 60fps in both docked and handheld. I was originally gonna use some fancy lighting tricks and stuff, but just go with Lightfeilds to save on memory and help that 60fps stay smooth. 720p doesn't mean I am cutting on details though. Expect 2xAA and relatively high res textures from any distance (The AA goes away in handheld though). Poly counts for each character are estimates to be at around 1-2 thousand. A pretty meh number, but works for the style chosen. That about sums it up. Onto gameplay then!

Gameplay

This game is an Action Hack 'n Slash game! It plays with a similar style to the Bayonetta series, only with more combat options. And what do I mean by that, you ask? Well let me explain.

The combat works like this. You know your standatd four buttons, the ones with the letters on them? All four of those are mapped to attacks. Hit the button on the left, you attack from the left. Hit the button on the bottom, you attack from below. You get the idea. You can use this system to gain more control over your characters actions. Sometimes, to block and attack and attack from the left, you need to counter with a strike from the right or if someone is blocking a particular part of themselves, just strike to part that they are blocking. Each side can be interchangeably comboed into each other seamlessly, making for a very fluid and satisfying combat experience.

Outside of combat, you are basically walking around a somewhat linear level structure with some alternate paths here or there. Maybe you could find some hidden collectables and items :eyes: . The items respawn as new random items every time you replay the level so you can get a crap ton of different items with a limited selection of levels. Just don't take too long. It ruins the pace of the game :p.

Controls

Of course, menu controls are standard. A to select, B to return and the Analog Stick to highlight an option. We already talked about battle controls with the A, B, X, and Y buttons, so the rest is pretty basic. R or L switches the character. ZR activates a special move, and ZL pulls up the menu. You move and turn the camera with the Analog sticks (obviously). And you pause with +. You can also pull up a map with -, but it isn't all that helpful.

Mechanics

So now that we know about gameplay and controls, there are some leftover mechanics to discuss. Not too much more. If you have been reading all of the issues up to this point, you have read more than enough, so I won't make this much longer for you :sweat_smile: .

Gear

You can swap gear on and off the Soul Fighters from the menu I brought up earlier. What it does is pretty simple. It messes with your stats. Since there is a stat system with no leveling system, there must be some way to raise those stats, amirite? So that's where gear comes in. You can either choose to buy gear or you can find it in levels. There are even some challenge-gear pieces that will lower your stats below their defaults of you so choose.

Shops

As you kill enemies, they drop the Pendran currency simply called, "cash" (I'm uncreative xddd). You can also find cash in levels of you look hard enough. When in the menu based hub system, one of the available options is "Shop". Simple enough. Just click on that icon and get w h i s k e d a w a y to a magical place called "Shop" (still uncreative smh). At Shop, you can buy gear, collectables, items, and upgrade combos. (I feel like I am adding too many RPG elements into this ;-;) The more you use Shop, the better the things get. So don't rely on game progress alone to be able to buy better stuff like in most games. For real though, I think I added too many RPG elements into this :/.

And Onward...

Welcome to the underwhelming conclusion of my first Game Lobby. I really hope you liked my ideas! Even if you skimmed right through them like I know half of you did :eyes: . I had fun writing this, so expect more of these in the future! I have so many ideas I want to get out that it isn't even funny :,). The best part? All of the games are completely original! I didn't use a single existing IP as a base! As for my next ideas, I feel like those we're developed better as I got more skilled at coming up with these ideas :sweat_smile: . They won't be as basic as this one.

Which means more length 👁

For real though, I'm done rambling. Thanks for reading!

#gamelobby

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