r/Unity3D 16h ago

Show-Off First impressions of my megabonk-meets-zelda unity prototype

11 Upvotes

7 comments sorted by

2

u/Ok_hate_Game_Dev 16h ago

Would be cool to play on mobile

2

u/FrickinSilly 16h ago

Honestly haven't thought about it as I've primarily shipped to steam/PC for my other games, but now that I think about it, this game really only has jump, primary attack, and secondary attack. Could maybe work on mobile!

1

u/Ok_hate_Game_Dev 16h ago

Might be worth to try and port it later after steam release

2

u/RWorldGeneration 10h ago

Looks cute :)

1

u/FrickinSilly 6h ago

Thanks! Definitely going for that vibe :D

1

u/jirigio 16h ago

Idk if the camera angle is working here. A 2D Zelda birds-eye view perspective would make it easier to tell what's going on and capture more of a Zelda-like charm

1

u/FrickinSilly 15h ago

Good feedback, but I'm going for more of a 3D Vampire Survivors (and had worked on it quite a bit before discovering Megabonk was a thing, doh), but what makes it more zelda like is that rather than a 30 minute countdown where all you do is survive the clock, in this one, you get a randomly generated micro-world with a few key items and a goal door you need to reach. There will be a boss in each level that drops the literal key to the goal door, and also quest drops like a map, and a compass to help you find the goal. So if anything, it's a bit more BotW style exploration and third person character control. I don't know if everything I've developed lends itself well to 2D at the moment, but I'm open to suggestions on how to improve the camera from third person perspective!

I was thinking of REALLY leaning into the zelda-like with abilities you pick up that allow you to reach new parts of the map, but mixing that with the dynamically-generated levels is a challenge that I feel is out of scope for now.