About
Tag-Team Takedown is a 2-D fighting game inspired by Street Fighter and developed in
Unity. Players control two characters, a fast striker and a hard-hitting bruiser, and
can switch between them at any time; if either one is defeated, the match ends. The game
includes Normal mode (a single-round fight against one opponent) and Onslaught mode,
where the Player fights three consecutive waves against an enemy that deals more damage
each round. It also has a short interactive tutorial that covers movement, attacks,
blocking, and character swapping. The first release is planned for PC using WebGL, with
possible console ports later.
Trailer
Screenshots
Devlog
This game was created in Unity 6000.0.44f1 and the source code can be viewed
here.
Playtests
Alpha
At the alpha stage of Tag Team Takedown we had the movement, player swapping, and basic
blocking implemented. The UI was still in progress, and we only had a very basic
background. We tested with about 6 players from the class.
Observations:
- Core Mechanics
-
Players liked the ability to swap between Speedy and Tanky, but people often
forgot whose health bar is for who
-
Speedy felt good to control but Tanky was just objectively the better
character due to the stats
- Gameplay
-
Players often just spammed punch due to no combo system or incentive to vary
moves
-
Blocking was underused because players didn't feel like it was doing
anything
- Planned Changes
-
Improve healthbars so active character always shows health at the top of the
screen
- Tone down Tanky damage and remove his extra added health
- Improve UI and background art
- Add a tutorial
Beta
By the beta phase we had a start menu with a tutorial, some nice background art, a
better UI, and improved the balancing. We invited 7 of our family and friends to test
the game. We chose about 3 people who have a history of playing games, 2 who
infrequently play, and 2 who never touch games.
Observations:
- Core Mechanics
-
Difficulty could use some adjustments as the 3 people who played games
before thought it was easy while the others thought it was difficult
-
The 3 good players found Speedy more enjoyable and often did better on him,
while the less experienced players had to rely on Tanky as a sort of crutch
-
They really liked the block animation, as well as the fact that blocking now
feels impactful
- Gameplay
- The tutorial was well received
-
Button layout was improved but people wanted on-screen inputs for controller
- Planned Changes
- Add on-screen controller inputs
- Add separate Onslaught mode for more experienced players
- Add audio
Final
For the final playtest we got 10 people to test our game from both the class as well as
some friends and family. All the testers followed a script of first going into the
tutorial then playing 3 rounds of normal mode then playing 1 game of Onslaught mode.
Observations:
- General Impressions
- Players liked the fast paced combat
- Players liked the contrast between Speedy and Tanky
-
Onslaught mode was popular, with the increase in difficulty feeling fair as
well as the constant fighting making the situation feel chaotic
- Positive Feedback
- Input icons changing based on the device used was very appreciated
- The audio feels responsive and fits the theme
- UI elements like wave counters and health bars are easy to understand
- Character swapping adds a layer of strategy
- Remaining Issues
- The game is still too spammy
- Normal mode is not as popular as Onslaught mode
- Blocking would sometimes not register
- Planned Changes
- Fix blocking sometimes not registering properly
- Fix heavy hit sometimes not registering properly
- Future Features
-
Add a stamina system so the Player can't use the same attack more than 3
times in a row
- Add more attack types and combos
- Add an endless mode
-
Add mutiplayer support, where 1 player controls Speedy and the other
controls Tanky
Postmortem / Game Presentation
Team Reflection
Our team worked really well together throughout the entire quarter. We communicated
clearly, split up the work evenly, and consistently met the deadlines we set. One thing
we did especially well was having a unified vision for how our game should turn out.
This is reflected in our mechanics and game modes, which all blended together smoothly.
Because we were all aligned on the vision, we were able to work on different parts of
the game independently and merge them together without issues.
If we had another two weeks to develop the game, our three highest priority items would
be:
-
Adding a stamina system that prevents using the same move three times in a row,
to reduce spamming
-
Adding unique move sets for Speedy and Tanky, to encourage players to use both
characters
- Adding move combos, to create more dynamic and engaging combat
We think that these features would enhance replayability and improve the overall game
balance.