|Genre||Multiplayer Arena, Agar.io like, Platformer|
|Game Engine||Unreal Engine 4|
I'm normally a concept artist and had very little coding experience before starting this project. I've always been interested in programming though and when I got my hands on ue4 it inspired me to try and get as far as could with Absorb.
The idea was of course inspired by agar.io but I wanted to try and put my own spin on the concept and add deeper skill based mechanics. I was also playing a lot of rocket league at the time which captured the feeling of movement I was after, I wanted a skilled player to be able to dance around a player who had just started.
I got this project to a working state and even played a game with 15 or so people on Prototype day. A fair amount of my original vision had been realized, but I still felt the game getting stale pretty fast for me and people who tried it.
I think one of the flaws was basing so much of the mechanics around movement; the game was fun to control in the early stages of your sphere's life but in order to keep the game balanced I made players slow down the larger they got and once they got big enough there was little to no competition and moved at a snails pace. This kind of became a brick wall for me, I think more than just balancing needed to be done to make the game work in the later stages of a players life, the game needed to shift away from fast paced movement to something more about exercising your power without ruining the game for everyone else.
I experimented with destructible environments, only the larger players could "break" the level in a meaningful way but I still don't think this did enough to make the goal of getting huge appealing, it was still most fun when you were a small agile sphere. A combination of balancing the movement of the player as they grew and giving them a more interesting level to destroy may have helped but I felt like there was something more interesting that could have been done, so I decided to take a break.
I'm still a little hesitant to call the project dead because I think with some more thought and work it could have potential but for now I'm leaving it.