
Gerald Poon
Lead / Principal Game Designer
Mobile Game: Arena Quest RPG
I learned mobile development a while ago and wanted to put my skills to practice. I decided to make a squad based arena combat game with multiple classes and lots of loot! You control 4 heroes and need to defeat waves of enemies. You level up, unlock new heroes, gain new abilities, get random loot and fight new monsters. Rinse and repeat! A friend of mine drew most of the 2D characters, and I did almost everything else.
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Written in Java, using the Libgdx framework and Eclipse IDE.
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7 character classes with 7 abilities each, split amongst archetypes; Tank, Hero, DPS.
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4 worlds, each with unique enemy types and a boss.
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Randomised loot; Normal -> Magical -> Rare -> Unique.
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Simple enchantment sytsem.
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Achievements that grant team bonuses.
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I drew all the backgrounds, UI elements, ability icons and world maps...etc. They are functional, but obviously not great! (I am no artist).
The free version of the game had over 150,000 downloads on Google Play and was rated 4.6. It is sadly no longer available as I stopped updating it and it was eventually removed from the store.
Looking back at the game now, the main thing I immediately notice is how static the screens are. Obviously, the game would look much better if an artist did all the actual art, but it's missing things like legendary items popping onto the screen with stardust, buttons shaking and animating when pressed, any form of screen shake, swaying grass...etc.
Some screenshots




