Aztez – A Game of Conquest and Brutality

Aztez Build February 21st, 2011

I made this build on February 21st, 2011 after finishing the implementation of a super flexible mash flow. It's roughly 2.5 megs so it might take a few moments to load.

-Play It In Full Resolution Here-

*Press the "I" key on the keyboard to switch the control scheme between Windows 360 Controller, Mac 360 controller, and keyboard. You can confirm which scheme is active with the admittedly difficult-to-read text in the upper left hand corner of the game screen.

How To Play:

360 Controller - Use the left analog stick to run left and right. Use the A button to jump. Press the X button to "Strike". You can perform a 5 hit combo with the Strike button and the last hit will propel the target enemy backward, knocking down any enemies it collides with. Press the Y button to "Slam". You can perform a 5 hit combo with the Slam button and the last hit will blast the enemy into the ground. You can also perform a 5 hit combo by going back and forth between Strike and Slam however you please. Strikes are faster, weaker, and yield blood. Slams are slower, stronger, and yield no blood. You can perform a left dash by pushing the left bumper and you can perform a right dash by pushing left bumper, but there's little use for that now.

Keyboard - Press the left and right arrow keys to move, the up arrow key to jump, the Z key to strike, and the X key to slam.

Current Rules:

At the moment, enemies have 15 health (Strikes do 1 damage and Slams do 2 damage) and they do not attack yet. Once all enemies die, you'll have to refresh the page in your browser in order to bring the enemies kill again.

Known Bugs:

  • If you perform the fifth strike on more than one enemy they will instantly hit eachother and fall into place. And generally speaking, it still doesn't look or feel good to hit multiple enemies.
  • Sounds play multiples times when you hit multiple enemies since we haven't yet implemented a sound manager.

What's Next:

  • The character technology is hacked in right now with code from an old project and is going to be replaced with brand new tech. This will let me tweak the movement variables (running speed, jump speed, jump height, etc.) and will track player/enemy states because right now that isn't really happening. We'll need all these characters to behave perfectly so that the player will always know what they can and can't do at any given second.
  • The dashing mechanic tree. There's a whole lot of things you're going to be able to do with the dashing and once it is properly set up I can start implementing all those mechanics. And just so you know, I already know what most of them are and I think you're going to like them.
  • Enemies that properly respawn. Sorry about that. Haha!

Stay tuned. :)

  • Dan MacDonald

    I like the new shield attack it really communicates a powerful blow, but I miss the old air juggle. I miss the feeling of mastery, but im not sure if it came from getting the delay timing down, or it was just the fact that I “could” nock enemies in the air and then jump up and whack them.

    • Cool! Glad you like the shield attacks. And don’t worry, I’m not killing the air juggle! I intend to make it something you can do whenever you want, but when we hacked it in as such it didn’t work properly so it simply didn’t make this build. But we’re going to be redoing the basic character framework soon and once that’s in the bag a lot of good stuff is going to come with it and that includes good air game.

  • This looks really amazing! I really like the artwork and sound track. The way attacks work is really satisfying too.

    • Hey, thanks a lot! I’M GLAD YOU DIG.

  • Ak

    Looking forward to how great this could turn out, it should go on iphone.

    • Right on, I appreciate it! I’d like to put SOMETHING on iphone but I’m curious as to whether a technical action game like this would actually feel good on the touchscreen or not…