BeatEm-RPG-
Hey everyone! So this is a rough prototype for the kind of game I would love to work on in the future. It's mainly to attempt to demonstrate my ideas with the sort of vibes I want to be able to pull off. I am aware it is buggy and is missing features so apologize if you expected more. As it stands now I don't have plans for this being a full release.
Any and all feedback is welcome for this project!
Controls:
(Only Keyboard & Mouse)
| Movement | WASD (Double Tap to run) |
| Jump | Space |
| Block | Q |
| Light Attack | Left Mouse |
| Spin Attack | Right Mouse |
For this Project I used this edited template!
https://assetstore.unity.com/packages/templates/systems/beat-em-up-game-template...
Known Issues:
- SFX sometimes bugs out or plays way to much
- Dex and Def don't do anything
- Enemies can float away if they're hit into certain walls
- No Pause or Control options
- No controller support
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 4.5 out of 5 stars (8 total ratings) |
| Author | suitNtie |
| Genre | Action, Role Playing |
| Made with | Unity |
| Tags | 3D, Beat 'em up, Low-poly |
| Content | No generative AI was used |






Comments
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You've really mastered the low poly aesthetic, I'm a big fan of the visuals and the style, even to how the NPCs move in the cut scenes it's all great.
I would love to play this with a controller, like the N64 or something.
I wouldn't mind combos being a little bit more rythmic or easier to chain. I liked to use jump slash and then combo into a double spin slash, more than the light attack combo.
There was one moment where I got stuck in a small alley between two blocks but I managed to wiggle out.
There was one block I couldn't seem to jump onto, so I jump slashed the enemy on it and at one point it even hopped down to me.
You're one of my favourite developers for sure, good luck with your future projects.
Made a video
1.Slime are to easy to stun lock (I just spammed mouse one)
2.Please add a level up effect (I didn't see the points till level 3)
3.Because the light attack hits all enemies in front of you there was never a reason to use the spin.
All and all though it's a damn good prototype.
thank you! fantastic feedback
Great little prototype! (super polished for a prototype actually)
And most important of all, the game clearly has a soul, which no AAA money can buy
Thank you :) I appreciate the kind words
hiuhiupknjjlkjk
These are some pretty good bones! Reminds me spiritually of something like Dragon Valor for the PS1. Your trademark style is brilliant of course and I think that’s a good direction going forward.
As far as the current gameplay goes - I would like to see enemies have a bit more of a threat range to them. Maybe not so rigorous as Final Fight/Streets of Range, but enemies with different kinds of gameplans. Maybe the King Slimes do jumping slams. Maybe there’s some kind of archer enemy or sneaky enemy that tries to get behind ya, etc.
Currently with the spin attack/normal attack I found that normal attack still does a good amount of crowd control. And generally it was hard for enemies to do anything with my wide attacks.
Platforming (and the camera) was a tad bit spotty. I often got caught on edges and sometimes trees would get in the way of the foreground. I like the idea of the look, with the actual 8 degrees of movement, it’s an interesting idea. I wonder if you could highlight characters that go behind objects.
Looking forward to more!
Really great feedback and very nice recommendation Ill hafta play that game!
I definitely agree that enemy types is the best way to improve a game like this and would vary up the gameplay immensely.
I was also feeling platforming issues. Id have to look into the movement stuff as I am using a movement and combat template. I think a nice fix would be just adjusting collisions and stuff for now just to clean up those aspects a bit.
a highlight would be really good actually :O for now I should just move stuff out of the way I think.
thank you :)
Loved it! Really liked the 3D sidescroller vibe going here, reminds me a bit of Kirby 64. Would love to see the game expanded from here :)
as a test I actually really wanna put Kirby 64 music in this lol I think it would fit pre well
Hey, dude! This was a really fun little adventure! I really hope you continue development, and I can't wait to see what other things you have in store for this project. Our lil' guy can't beat on slimes forever lol
One must imagine Sisyphus happy!
thats actually reallllly cute
i feel that you're trying to get a proof of concept, in which i believe that it can work
would love to see this game's development rising
also the charisma is extremely on point
Thank you :)
I initially just had this project as an Mp4 I could share around with people but decided to push it towards being playable prototype to see if its a good method of getting ideas out there.
sadly I do think the actual product I ended up with here is a bit rougher then I hoped for.
even if it is at a rough state, the concept seems promissing
it's a matter of time and reaching a team (the scope seems to be kinda big for a solodev)
wish the best of luck to you and this project
Thank you :) I really appreciate it
This is cute! The sounds and visuals are delightful. The 3D definitely helps with the usual problems with depth that 2D beat-'em-ups have.
Some of this feedback is based on taking this prototype at face value as a slice of what you'd like your full game to be, including Beat's design and weapons. Both of which are neat but I feel like you could expand on the moveset Beat has with his sword and shield.
What about making one attack button Beat's sword and the other attack button Beat's shield? Both could have different properties for different types of enemies, or perhaps the shield is good for lighter but weaker attacks that can open enemies up while protecting Beat whereas the sword is good when you want to commit to an attack. I've been thinking lately that there aren't really any dedicated sword-and-shield games with an expansive moveset that factors both items into account and I think there's a lot of design space for you to explore here, especially when you include mixing the attack buttons and holding the buttons down.
I think games have long since passed the point where double tapping a movement key is necessary. If this is staying a PC game, then you definitely have more than enough buttons to make one of them a sprinting button. Or just making sprinting the default movement speed.
So that's all I've got so far. Keep up the good work!
thank you for playing through it and providing feedback :)
I do really like the idea of an expanded move set for sure :O
I think what you suggest sounds pretty unique and interesting :O I do really like that. I sorta tried having the the spin attack be weaker and used for crowd control and the main attack be the straight forward assault so what I do have is varied, but I really like the element you suggest with the different attacks being useful for different enemy types! I think that's a good idea and keeps the player engaged in oncoming enemies and scenarios!
oh yes sorry I just go super used to double tapping to run it felt funky without it for me lol
Thank you! Ill keep trying
Glad I can be of assistance!
I can see the logic of the spin attack and regular attack having those distinctions. Problem's just that you're either just mashing one button for groups or another button for single targets or boss fights. There's not a lot of variety there. Unless you can use the spin attack to cut down enemy projectiles, which makes it almost a defensive move in some contexts, but that might bring performance issues with it.
ohh! interesting idea with the spin attacks destroying projectiles! that's a unique way to give that specific attack another function, that's a cool Idea.