ARENA GODS® is Spectacle Combat, a top-down, arena fighting game where 2 to 4 gladiators compete for the crowd’s favor in an anything goes death match spectacle. You are gladiator. Brave the arena and win the crowd to seize godhood!

  • Fight armed or unarmed, strike or throw, standing or on the ground.
  • Every object can be picked up, wielded as a weapon, and thrown as a projectile.
  • Projectiles can be deflected or caught in mid air.
  • Most weapons kill in a single hit, but all can be disarmed.
  • Each weapon is unique with specific strengths and weaknesses.
  • The arena shifts and changes each round.
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

The Execution of Execution

News

A hot topic throughout our playtests this summer has been 'execution'.

Now

In Arena Gods, you can execute a knocked down opponent by standing over them and pressing B before they start getting up.

Like all moves in the game, once you start an execution you are committed to it until the animation ends or you're killed or knocked down. On average, attack animations have frame counts in the teens, but execution animations average 40 frames. They're considerably longer.

Each weapon has a unique execution animation. Currently, there are 3; unarmed, sword, and spear.

With Good Intentions...

Here is what I set out to achieve.

From the beginning I wanted execute to be its own button and not a contextual action of the attack button. I wanted to avoid scenarios where the game performs a different action from what the player intended. X is attack, Y is pick up/throw, and A is dodge so I used B for execute.

I wanted executions to be extravagant kills like in Hotline Miami which is why we made them long in comparison to the attack animations. I also wanted to implement some kind of feature in the future where you could earn 'glory' by performing spectacular feats, but had to risk exposing yourself while performing them. Glory would persist across rounds and could be spent to trigger things like having a weapon thrown into the arena or loosing tigers.

It was also important to me for each weapon to have a unique execution animation for visual variety.

Friction

Things don't always turn out the way you want them to...

Just about everyone complains that using a separate button for execute is unintuitive. While they all grasp it after a couple of matches, it is still an unpleasant stain on the game's input accessibility.

Being a 4-player game, what often happens now when a player tries to execute is they get knocked down or killed by another player who zeros in like a vulture. This is beautifully illustrated at 0:16, 0:21, and 0:46 in the video below. Funnily enough, the original victim often gets away. Because of this we've seen our playtesters wise up and reconsider executing at times. Our smarter playtesters will often knock a player down only to retreat if danger appears too close.

Arena Gods Pre-Alpha Playtest Highlights #3

Sam owns everybody, but not before Mike makes a spectacular play in The Pit!


Because weapon attacks kill and don't knockdown, weapon executions don't happen. I've only ever seen 2. Currently, to perform a weapon execution you have to knock an opponent down by punching or throwing a sword at them and hoping the hilt hits instead of the blade. Then you have to go pick up a weapon really quick and move into position on top of the downed player and press B to execute before that player starts getting up.

Truth

Sooner or later you gotta face the music.

Using the B button for execute is clearly causing more trouble than it's worth.

I like that executing has an especially clear risk versus reward dynamic now because of the lengthy animations, but I dislike players complaining about feeling sluggish when they aren't supposed to be. Furthermore, a single stomp taking twice the amount of time of a sword swing doesn't make sense. There also isn't any point holding onto this idea of 'earning glory with spectacular feats' when it hasn't been thought out and I have doubts about whether it can even work. It would also be a mistake to dictate to players that an action is impressive because it has a long and cool animation. That would be completely artificial. Rather, the game should highlight feats as impressive because they truly are difficult to achieve. What's impressive in this legendary clip isn't Chun Li's wonderfully animated ultra, it's Ken's parry which is practically a single frame.

Since weapon executions pretty much never happen it's questionable whether they should even exist much less be lengthy and extravagant.

Iteration

So this is what I'm going to do next.

I'm going to deprecate the B button as execute and add execute to the X button as a contextual action. Pressing X will execute when standing over a downed opponent while there are no other opponents standing within range. If a standing opponent is close enough then X will attack instead.

I'm going to simplify the animations of all executions and shorten them to be roughly the same length as their corresponding attacks. Hopefully, the risk versus reward dynamic will still remain, but players will no longer feel sluggish.

Weapons executions will still remain for variety's sake, but they'll be visually efficient instead of extravagant.


I'm looking forward to our next playtest to see what effect these changes will have. I'll be sure to do a follow up post after.

-Mark

A Prototype Called 'Uproar'

A Prototype Called 'Uproar'

News 1 comment

A look back at how Arena Gods was born. Purty GIFs at the end!

Playtest Highlights #2 - Confronto Brazuca!

Playtest Highlights #2 - Confronto Brazuca!

News 2 comments

Supertype's Rodrigo tries to school our Brazilian buddies, but Francesco, Gutcha, and Fernando ain't havin' it! The second video in a series that captures...

Playtest Highlights #1

Playtest Highlights #1

News

The first video in a series that captures the best moments from our Sunday playtests.

First Post

First Post

News 2 comments

We're proud to announce development of ARENA GODS!

Comments  (0 - 10 of 11)
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

SamuelVirtu
SamuelVirtu

Having played it myself, I can say that this is definitely one to watch. Super fun, feels great.. overall really satisfying!

Reply Good karma Bad karma+2 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Xeoneid
Xeoneid

Looks really fun! I'll be waiting for it

Reply Good karma Bad karma+2 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Feeder301999
Feeder301999

We are players and we want the demo version of this miracle!

Reply Good karma Bad karma+1 vote
Koko596
Koko596

I didn't play the game before the "execute" action was changed to the X button, But, I can say, now, it's the most frustrating issue in the game. Unless I'm missing something, there doesn't seem to be a viable counter to an opponent simply spamming the x button until you're up against a wall and stomping your face in.
I like the sound of your original idea for the execute function. A longer animation would certainly add some much needed risk. I feel there needs to be some difficulty involved to get an opponent into a situation in which they can be executed. Even if an extended animation adds risk, that's only useful if there are more than two players in the game, or left alive. If it is easy, but only risky due to length, that will mean, as soon as the match is down to two players, the winner will be the first to spam an execution. I also think the execution should be a deliberate action, having it on the X button makes it something that just happens kind of passively.
Awesome game though, my friends and I stayed up until about 4:00 after about a hundred "OK, this is the last round's". Finally, someone said "OK if anyone gets a complete shutout, we will quit". We all agreed that was unlikely. The very next tournament, the one who had suggest the idea (and had also been losing most of the time) completely shut us out. There was much shouting. Certainly a rare, memorable gaming moment. If you are looking for testers for updated versions... count me in!

Reply Good karma Bad karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
ARENA GODS
Platforms
Windows, Mac, Linux
Developer & Publisher
Supertype
Engine
Unity
Contact
Send Message
Release date
Game watch
Follow
Share
Community Rating

Average

10

1 vote submitted.

You Say

-

Ratings closed.

Style
Genre
Fighting
Theme
Sport
Players
Multiplayer
Project
Indie
Boxart
Boxart
Twitter

RT @LuCiG3N: So far @ArenaGodsGame is turning out to be the most exciting part of our little game convention #MiniPax3 T.co

Nov 5 2017 by arenagodsgame

Live Tournment at SBGames! M.twitch.tv

Nov 3 2017 by arenagodsgame

ARENA GODS at SB Games 2017! Live 360 Stream link: Steamcommunity.com T.co

Nov 2 2017 by arenagodsgame

It's our first Halloween! Get in the mood with "The Skull" Halloween body paint item! Activate it on the main menu… T.co

Oct 29 2017 by arenagodsgame

Have you tested your skills in the arena? Try out Arena Gods, now in Steam Early Access! Store.steampowered.com #indiegame #indiedev

Oct 25 2017 by arenagodsgame

DRAW! Store.steampowered.com #arenagodsgame #indiedev #gamedev T.co

Oct 24 2017 by arenagodsgame

Round last kill cam 0.1 now on last_build branch 8.14.31! T.co

Oct 23 2017 by arenagodsgame

RT @ArenaGodsGame: We are happy to announce that the Colosseum gates shall open on October 16th as Arena Gods enter Early Access! T.co

Oct 9 2017 by supertypegames

RT @pascalblanche: New #artwork. The nexus9 ( XXL size ;) RT if you like! T.co

Jun 22 2017 by rodrigocox

RT @gamasutra: How Blizzard established and evolved Overwatch's visual design: Gamasutra.com T.co

Mar 20 2017 by rodrigocox

Embed Buttons
Link to ARENA GODS by selecting a button and using the embed code provided more...
ARENA GODS
Statistics
Last Update
Watchers
34 members
Articles
5
Reviews
1
You may also like
MACHINEHEADS
MACHINEHEADS Fighting
mugen
mugen Fighting
Graviators
Graviators Fighting
Link Fight Club
Link Fight Club Fighting
Bounty Battle
Bounty Battle Fighting
Drunk-Fu
Drunk-Fu Fighting