Unity 2D Game needs some Fixes and New features
Budget: €30 – €250 EUR
1.Remove the Intro scene in the
beginning (No Intro)
2.fix scoreboard (currently it shows 0
when finished)
3.change Menu (1 want the menu to
have 2 options Upgrade icon
without a groundbox and settings
icon also without a groundbox) the
background should be the player
running infinitely on a flat surface
(with the text "tap to start") as
soon as you tap the screen the
game should start
4.The first three upgrades should
already be activated from the start
from lv1. so that the player has
more abilities from the start
5.There is horse that the player can
jump on but if the player dis
mounts from the horse and jumps
up he lands on the ground even if
the he lands back on the seat of
the horse. this must change aswell
the player must be able to sit back
on the seat if he jumps off the
horse and lands back on its seat
so he should not land on the
ground if he aims for the seat after
jumping
6. The Level is imbalanced There is a level design that is only gaps that the player jumps over and another level that is continuously flat ground with some obstacles I want you to create a perfectly balanced level design by combining both elements ground and platforms to jump on so it doesn't get boring fast but engaging.
7.The overall Sizes and propozions of the background
can be fixed so that the pixels look
finer and the game looks more
polished.
8. After Game Starts the loot distribution has to be fixed right now loot appears to rarely it needs to drop off enemies and more chest spread all over to increase reward feeling. The harder the enemy was the greater the reward must be.
Right now there are some rewards already but I want to add some more
9.For example By defeating a weak foe enemy can drop between one of 3 weaker buff orbs that can either double speed/jump height/attackdamage (for 5 seconds)/gems
or the enemy drops nothing it depends on a chance. 50/50
Middle strong enemies can drop between everything mentioned above and additionally the Same orbs but x4) A heart and gems 80/20
Strong enemies drop everything that middle strong drops with the addition
Fairy 1% chance follows player and if player dies revives once. Or glider 7% dropchance can be used up to 3 times.
They can also drop Orbs but with 6x multiplication of attack jump and run buff for 5 seconds.
These features don't exist and need to be added
10.Another new features that need to be added :
Air Slash
As long as the players hearts are at
100% he can shoot horizontal air
slash projectiles from his regular
slashes if he loses health he is
unable to perform airslash ability
so only as long as he has full
health his regular attacks shoot
airslashes horizontally from his sword.
11.Glider Loot drop
If the player collects it from enemy drop or chest The glider
can be used if the player presses
jump the second time and holds the jump button it stays
activated as long as player holds the
jump button. he can perform it 3
times in total until the glider
vanishes
(The glider makes the
player move fast horizontally and
fall down slow vertically very slowly if he
shall use bow and arrow or his
sword it while gliding on midair the glider closes. but he can re-open
it as long as he has not landed.(opening and closing it in mid air does not Count as one use only if he lands it does.
every time he lands on the ground he loses one glider count out of three
(temporary skill)findable loot drops from chest or enemy or appears randomly on map.
12.Enemy and Player Combat interaction Fix
The Players Sword attacks do not
connect to the enemy and need to
connect better each attack inside
the combo needs to hit the enemy
The weaker enemies should not be
able to attack me back as long as
they get hit. they should get
knocked back and continue get
hurt. Easily beatable they should not interrupting while they get hit.
for medium and Hard enemies
A
new game mechanic must be
implemented) Medium enemies
should have a armor bar that can
recover with time as long as the
armor is not broken they are not
getting hurt. but once the player
manages to break the armor they
face the same consequences
medium enemies have medium
stron armor bar and strong
enemies have strong armors after
it breaks the player can hit them
and they must get hurt without
attacking back. if player strikes a
critical hit the enemy sometimes
should get knocked back even with
armor.
if the player doesnt manage to kill
the enemy after breaking the
armor the enemys armor recovers shortly if the player waits for 4 seconds without hitting the enemy
again
Note: The buffers are place holders the game should be optimized in every way it's very important that you use your expertise to fix and balance it out as perfect as possible by caring I hate shallow work and notice it fast.
The End
beginning (No Intro)
2.fix scoreboard (currently it shows 0
when finished)
3.change Menu (1 want the menu to
have 2 options Upgrade icon
without a groundbox and settings
icon also without a groundbox) the
background should be the player
running infinitely on a flat surface
(with the text "tap to start") as
soon as you tap the screen the
game should start
4.The first three upgrades should
already be activated from the start
from lv1. so that the player has
more abilities from the start
5.There is horse that the player can
jump on but if the player dis
mounts from the horse and jumps
up he lands on the ground even if
the he lands back on the seat of
the horse. this must change aswell
the player must be able to sit back
on the seat if he jumps off the
horse and lands back on its seat
so he should not land on the
ground if he aims for the seat after
jumping
6. The Level is imbalanced There is a level design that is only gaps that the player jumps over and another level that is continuously flat ground with some obstacles I want you to create a perfectly balanced level design by combining both elements ground and platforms to jump on so it doesn't get boring fast but engaging.
7.The overall Sizes and propozions of the background
can be fixed so that the pixels look
finer and the game looks more
polished.
8. After Game Starts the loot distribution has to be fixed right now loot appears to rarely it needs to drop off enemies and more chest spread all over to increase reward feeling. The harder the enemy was the greater the reward must be.
Right now there are some rewards already but I want to add some more
9.For example By defeating a weak foe enemy can drop between one of 3 weaker buff orbs that can either double speed/jump height/attackdamage (for 5 seconds)/gems
or the enemy drops nothing it depends on a chance. 50/50
Middle strong enemies can drop between everything mentioned above and additionally the Same orbs but x4) A heart and gems 80/20
Strong enemies drop everything that middle strong drops with the addition
Fairy 1% chance follows player and if player dies revives once. Or glider 7% dropchance can be used up to 3 times.
They can also drop Orbs but with 6x multiplication of attack jump and run buff for 5 seconds.
These features don't exist and need to be added
10.Another new features that need to be added :
Air Slash
As long as the players hearts are at
100% he can shoot horizontal air
slash projectiles from his regular
slashes if he loses health he is
unable to perform airslash ability
so only as long as he has full
health his regular attacks shoot
airslashes horizontally from his sword.
11.Glider Loot drop
If the player collects it from enemy drop or chest The glider
can be used if the player presses
jump the second time and holds the jump button it stays
activated as long as player holds the
jump button. he can perform it 3
times in total until the glider
vanishes
(The glider makes the
player move fast horizontally and
fall down slow vertically very slowly if he
shall use bow and arrow or his
sword it while gliding on midair the glider closes. but he can re-open
it as long as he has not landed.(opening and closing it in mid air does not Count as one use only if he lands it does.
every time he lands on the ground he loses one glider count out of three
(temporary skill)findable loot drops from chest or enemy or appears randomly on map.
12.Enemy and Player Combat interaction Fix
The Players Sword attacks do not
connect to the enemy and need to
connect better each attack inside
the combo needs to hit the enemy
The weaker enemies should not be
able to attack me back as long as
they get hit. they should get
knocked back and continue get
hurt. Easily beatable they should not interrupting while they get hit.
for medium and Hard enemies
A
new game mechanic must be
implemented) Medium enemies
should have a armor bar that can
recover with time as long as the
armor is not broken they are not
getting hurt. but once the player
manages to break the armor they
face the same consequences
medium enemies have medium
stron armor bar and strong
enemies have strong armors after
it breaks the player can hit them
and they must get hurt without
attacking back. if player strikes a
critical hit the enemy sometimes
should get knocked back even with
armor.
if the player doesnt manage to kill
the enemy after breaking the
armor the enemys armor recovers shortly if the player waits for 4 seconds without hitting the enemy
again
Note: The buffers are place holders the game should be optimized in every way it's very important that you use your expertise to fix and balance it out as perfect as possible by caring I hate shallow work and notice it fast.
The End
Related categories:
C Programming
Game Design
C# Programming
C++ Programming
Game Development
2D Game Art
Unity