Tag-Team Takedown

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:

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:

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:

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:
  1. Adding a stamina system that prevents using the same move three times in a row, to reduce spamming
  2. Adding unique move sets for Speedy and Tanky, to encourage players to use both characters
  3. Adding move combos, to create more dynamic and engaging combat
We think that these features would enhance replayability and improve the overall game balance.

Credits

Created by Team 2:

References