SummaryDuna was made by a team of 17 people who strived to create a beautiful and satisfying combat-focused game. You play as the eponymous Duna, a travelling axe-wielding mercenary, tasked with delivering a baby dragon back to its home. In your way stands an army of goblins, armed to the teeth. You must use an array of magical combos to blitz your way past them.
This was the game team I worked on that operated almost fully remotely, and as a result, everything didn't exactly go off without a hitch. Despite this, I'm proud of the concepts I designed for the game. |
CombosThe combat system of Duna was inspired by the two-button attack systems of games like Hyrule Warriors and Shadow of Mordor. One button leads to a 1-2-3 chain of light attacks, while pressing the other button at certain points of that combo leads to one of three different magically-infused heavy attacks.
These heavy attacks apply status effects to all affected enemies, like stun, knockback, and damage over time. |
What I Would ImproveWhile I believe the underlying systems are reasonable enough for a student game, I think their implementation could've been executed a bit better. Combos don't have the seamless flow they should. Individual attacks feel relatively clunky, and what should've been a silky smooth hack-and-slash ended up feeling more like a 3D beat-em-up.
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