Sparkhunt - New beat em up game demo

O Ilusionista

Captain 100K
Sparkhunt — is a classic 2.5D beat 'em up with a complex though intuitive combat system, as well as unique, stylized 3D graphics on Unreal Engine.

Features:
A complex combat system allows controlling your enemies in multiple ways. Be the master of the arena.
Combat.gif


The enemies can't wait to challenge you. Different types of enemies require different approach, find their weaknesses and use them.
Challange.gif


Don't let them get you cornered, use the environment to defeat your enemies more efficiently.
Enviropment.gif


Various weapons will add more fun.

Download the demo at Steam: SPARKHUNT on Steam
 
While i appreciate that they still make some games in this genre, i dont like that they look like generic unity assets pack mashup, theres something very off putting about it for me and low contrast doesnt help.
 
I'm with @bWWd on this one. The dark, low contrast look isn't atmospheric, it just muted and dull.

Also, same complaint as always with modern beat em' ups. No impact at all. I did like the suplex animation, but otherwise, ehh... not even bothering to download.

Just my subjective perspective, so grain of salt as always.

DC
 
Generic, this is the word.
Anyway, still glad such game exists between all the other types of modern better selling games.
 
Are they making a horror game before switching to beat em up? 🤭 background more like last of us interior area
but the air chain combos seems really fun 🥰
 
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Overall reminded me of The Warriors for PS2. Despise looking very generic, I like the main character design (Bloodrayne-esque). But the sound effects are weak, it’s like they are all fighting with pillows or spanking someone.

From what I saw in your gameplay video the big guys have only one or two attacks at most.

Rufus dying quote has a typo.
 
@bWWd @DCurrent just a bit of context:
This game is being made by a single person - a Ukrainian programmer. He works alone, in a country that is being devastated by war.

I understand your points (and even agree to some degree), but I give him credit for being able to do what he's done so far.

Oh sure, if we're talking in context of accomplishments, he's already well and beyond 99% of people (especially the idea guys), and that's before we consider his personal circumstance. That alone deserves commendation. However, that's not what we see. We see a game, and from that perspective it still must stand on its own merits. Right now, it just doesn't do that, and not because it's a demo. The core design is flawed from an impact and character interactivity standpoint, and is indeed very generic as @NED put it.

I find it highly disrespectful to mindlessly give away accolades rather than an honest critique. It's like when I used to compete in public speaking. Nothing irked me more than getting a top rank and "Great!" from one of the judges. That just says my work wasn't good enough for them to review. The ones that tore me to shreds - and more importantly, explained WHY they tore me to shreds were much more flattering. Maybe I didn't agree with their critiques, but at least I knew they cared enough to pay attention.

Had I not seen at least some potential here, I wouldn't have bothered to post anything at all.

DC
 
However, that's not what we see. We see a game, and from that perspective it still must stand on its own merits.
I totally agree with you buddy.

I also believe that honest feedback should be the way to go - I currently work in Q&A for a few studios* and I'm completely honest about that. I just wanted to give a little context - because I take this context into consideration when I do my work.

I'm doing full developer feedback and there are several things I want to list. One of the points I'm going to list for him is the configuration of the controls when you play on the keyboard: the game uses ASDW to move and... THE MOUSE BUTTONS to attack. This was one of the worst gaming experiences I've ever had in my life.

Fortunately, I was able to set up my controller and recorded the video using it.

*And I can tell you that I've seen games made in OpenBOR that are much better than some things I've tested. Some people have even considered remaking the game in OpenBOR after seeing my Power Rangers project :)
 
I downloaded the demo, surprisingly it was fun to play, it felt like an Arcade game, the only thing I would change is the sound effects, they sound really muted and soft.
 
I watched half of the video above and I can see that this game is a nice attempt of creating beatm up. It has same issue which is repeatable enemies which take quote long to beat.
Enemy jumping out from sewer is cool but I wish he didn't have to graze hole's edge like this.

That being said, there are couple things I like such as one way barriers which allow enemies to walk in but not out. That's a great way to prevent player from beating screen edge trying to hit enemies offscreen (y) .
There's also go arrow sign being displayed as in game neon sign which is turned on after wait is over. A nice touch which could be copied by devs :LOL:
 
I downloaded the demo, surprisingly it was fun to play, it felt like an Arcade game, the only thing I would change is the sound effects, they sound really muted and soft.
Yeah the dev put a warn about this at the bottom left of the screen.

I like such as one way barriers which allow enemies to walk in but not out. That's a great way to prevent player from beating screen edge trying to hit enemies offscreen (y) .
Indeed, it was a better way to handle this than SOR4 did. At least, there is a magic wall somehow there.
 
instead I saw barrier is quite a strange, even though it serves a very good purpose
but I really like the fight mechanics, it's a bit brutal and the moves look good and quite smooth
 
instead I saw barrier is quite a strange, even though it serves a very good purpose
but I really like the fight mechanics, it's a bit brutal and the moves look good and quite smooth
I am not much a fan of barriers, but at least it works better than SOR4, where the enemies bounce on the edge of the screen for... reasons.
They aren't pyshical things, its just the camera edge. Its weird to be able to bounce there.

At least, as a magic barrie, makes more sense.
 
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