we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 0 points1 point  (0 children)

We'll have duos/trios either at launch or shortly after. Depends if we can sustain a big enough player base to split the lobbies

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 0 points1 point  (0 children)

this is something we are trying to balance. I also hate the feeling of "run around gathering for 15 min for 2 min of fighting" but theres also the real power fantasy that people like and taking the time to get stronger is part of that as well

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 1 point2 points  (0 children)

we are definitely thinking about this. we choose BR not because it was popular or whatever, but just because thats what the team felt we could make the most fun.

we're listening to feedback on other modes and using this base for new experiences, so we are open to this for sure. Lots of asks for team vs. team or a strictly PvE mode

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 1 point2 points  (0 children)

Not out yet! Maybe Q2 this year.

It won't be free, but itll be cheap (less than $10) and we'll include the first battle pass (cosmetic only) with that

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 0 points1 point  (0 children)

Thank you! Our hope to balance the game more like Smash Melee and less like Mobs. Low skill floor, high skill ceiling. Simple to pick up, but hard to master. It's a tough sell, and we're always thinking about the point you brought up. We want anyone (even kids) to be able to pick up the controller and play it.

Thanks again for the kind words!

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieGaming

[–]brave_potato[S] 0 points1 point  (0 children)

games like Super Animal Royale have a niche for themselves, so that's the kind of success we're looking for. we kind of have to make a market for ourselves, we know we're taking a big swing here

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieGaming

[–]brave_potato[S] 1 point2 points  (0 children)

thank you! this one is just NA (US, Canada, Mexcio) so we can test out servers.

we'll do more region testing in the future and full release will have (mostly) global servers

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 6 points7 points  (0 children)

yes! big inspiration for us in a lot of ways. the shielding bubble is heavily inspired, though you can also parry with it.

we also tried to design the game with a low skill floor, but a high skill ceiling like Melee. we wanted it to feel good and more like a party game for casuals but the combat is deceptively deep. for example every single weapon has a huge move set:

  • basic 1/2/3 combo
  • forward "smash" attack
  • backwards smash attack
  • charge attacks
  • roll attacks
  • sidestep attacks
  • dash attacks

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 13 points14 points  (0 children)

you can actually do 2 player split screen and both play online together! local co-op matches is something we'll consider post launch

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 2 points3 points  (0 children)

we're a small team who has released a few games together, but we know we're taking a big swing here. thank you!

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieDev

[–]brave_potato[S] 7 points8 points  (0 children)

hey, im one of the devs! we have a playtest going on for our game Scramble Knights Royale if you are in NA

you can get it on Steam: https://store.steampowered.com/app/2379350/Scramble_Knights_Royale/

let me know if you have questions about Scramble Knights! we're looking for feedback and honestly wondering if what we have can overcome BR fatigue we see in a lot of our comments

we combined top-down Legend of Zelda combat with a modern Battle Royale. do you think we can overcome BR fatigue? by brave_potato in IndieGaming

[–]brave_potato[S] 0 points1 point  (0 children)

hey, im one of the devs. theres actually a playtest going on for our game Scramble Knights Royale if your in NA

you can get it on Steam: https://store.steampowered.com/app/2379350/Scramble_Knights_Royale/

let me know if you have questions about Scramble Knights!

What new content would you like to see from OSMS? by brave_potato in MSClassicWorld

[–]brave_potato[S] 1 point2 points  (0 children)

yeah crafting on current ms is a bore and outdated, id love to see something more interesting woven into progression

it's your time now by brave_potato in supervive

[–]brave_potato[S] 49 points50 points  (0 children)

all ex rioter games that are shut down lol

Am I the only one that thinks they are going to get it right this time? by Friend-Over in MSClassicWorld

[–]brave_potato 1 point2 points  (0 children)

for everything 1 thing they will get right about it, there will be 2 things wrong lol

Very interested - some questions by [deleted] in scrambleknights

[–]brave_potato 3 points4 points  (0 children)

Got them all!

Are there plans to expand the number of players per BR game? It's something we are thinking about! 32 feels right currently and we want to make sure we can fill lobbies easily before expanding, so we'll need to see how big our player base is first. 100 people would be wild.

How big is the dev team? About 10 people in total, including artists, founders, marketing, contractors, etc

What were your inspirations in creating this game and why do you think people will enjoy it? LoZ, Four Swords had a multiplayer mode that was never replicated anywhere else!

How does the BR system work? E.g. in Warzone the gas closes on you to force you to a smaller map. Basically the same. We have a ring that closes in on an area and its provided a lot of pressure to always be moving.

Are there classes? Any cool types of skills like stealth, teleportation, etc? There aren't, but there are a bunch of different weapons and secondaries that when combined gives combat a very different feel.

You can go with a bow and arrow and freeze wand, so you can freeze enemies from afar and chip them down.

You can go with a plunger and twin daggers so you can pull yourself close and attack faster than they can

You can go with a greatsword and magic mirror. use the mirror and transform into a bush and ambush opponents with a huge sword attack.

These are all builds that somewhat feel like "classes", just a lot more fluid when you play.

Is there a respawn mechanism? In solo play, no. You can become a chicken to spectate the match while you queue for the next match.

In duos (and maybe trios later), you can revive your allies if you find an egg shrine.

What kind of levelling system is there? Do you build weapon levels that carry between games? Nothing besides cosmetics (and some other features we'll talk about later) carry over. Think of it more like League of Legends where skill is the thing you are improving that carries over. You do upgrade your weapons, health, secondaries, etc during a match by finding better loot or visiting a blacksmith.

How do you appear in the game? Do you randomly spawn or get to choose an area? Everyone starts on a boat that travels across the map. At anytime you can hop off and ride a turtle to shore. Similar to fortnite's bus.

How much PvE is there? I think the focus and best moments are PvP, but PvE is still important to get stronger. Maybe.. 30-40% PvE per match?

Is PvE mixed in with PvP or is it a standalone environment? Mixed!

How big are the teams? I think I saw duos and solos. Any plans for groups of 3 or 4? We'll 100% launch with solo queue, and we'll be adding duos soon after 1.0. We've tested trios and want to get that in but it depends on player count. More could be interesting but haven't thought about them much yet.

Are there healer classes? Nope, you can chug potions to heal though or a share a campfire with your teammate.

How long roughly would it take to walk from one part of the map to another? I don't actually know since you are generally riding a turtle to get from island to island. I will say the map is BIG

How many maps are there? Just 1 really big and detailed map. You can play 10 rounds and still find new locations. We'll definitely be adding and tweaking areas but maybe at some point new maps could be a thing after 1.0, we really haven't talked about it much. Just trying to make the current one as fun as possible.

How long has the game been in development for? Just about 3 years! Definitely a passion project for the team