A two player couch-competitive, 2.5D fighting game, where color is utilized for stealth, buffs, and special abilities.
Using their grappling hook, among other movement abilities, combat possibilities become varied and strategic for the players who choose to dive deep into the mechanics, while the game remains accessible to those who want casual fighting fun.
Players have 3 hits of health, a special charge meter, directional sword based combat, and projectiles at their disposal. Each player is a different color which signifies what Color Kingdom they are championing. At it’s core, the game represents the idea of war and we wanted that to come through in the gameplay mechanics. To win a match, players must reach the point total. To score points, players must either kill players, sit on the Chroma-Throne when it spawns, or capture territory. Doing so allows the player to use their stealth abilities, charge their special attack meter, and granting immunity from the hazards in that territory location while making it dangerous for all other players.
Within the game encounters become a mix of territory capture, tense brawler combat, and trap avoidance/platforming. Player choice in combat was really important to us when designing the game and the blending of the different color based and combat mechanics really allows for some interesting play styles and strategies.
My Role
My role on the team was to be a co-designer and co-programmer. On Chroma-Throne, my time was spent creating the color systems, the special ability system, the zone hazard system, as well as general game play programming. We didn’t have a dedicated programmer so I stepped up and helped program the majority of the systems within the game.
The Production Journey