Keyboard Warrior

Equal parts Mavis Beacon Teaches Typing and endless fantasy brawler.

About
Keyboard Warrior was made in 1 week for the Berkeley College Game Jam by a team of 6.

I was responsible for direction, game design, enemy design, and 3D art.
Media
Play using the entire keyboard.
Play using the entire keyboard.
Improve your typing skills by slaying bloodthirsty creatures!
Improve your typing skills by slaying bloodthirsty creatures!
Strategize to counter each enemy type.
Strategize to counter each enemy type.
Don't get overwhelmed!
Don't get overwhelmed!
Process
I'm a big fan of using games to teach typing, so when I had the chance to pitch a typing game concept to my jam teammates, you can bet I took it.​​​
Here's what that pitch looked looked like during the first few hours of the jam.
Basic pathfinding using an A* search algorithm.
Basic pathfinding using an A* search algorithm.
It's come quite a ways since then!
GIF of the build we submitted to the jam!
GIF of the build we submitted to the jam!
Unfortunately, we had to scrap some systems along the way in order to make the submission deadline. Of Keyboard Warrior's cut content, the big two are definitely the shop and enemies spawning in waves.
Thankfully, neither was fundamental to core gameplay. Making the decision to scrap a feature is never an easy one, but more often then not, it's the right thing to do.
The shop concept.
The shop concept.
Enemies would've spawned in waves, similar to Plants vs. Zombies.
Enemies would've spawned in waves, similar to Plants vs. Zombies.
​​​​​​​Another casualty was this absolutely legendary piece of concept art that was made for the cut battle chicken enemy.
Gone, but not forgotten.
Gone, but not forgotten.
RIP, battle chicken. You'll live on in our hearts.
❤️
❤️
But the enemies that did make it in were all thoroughly vetted, especially when it came to decided between a jagged or straight trim on our goblins' shorts!
We ended up going with the jagged cut! Much more goblin-y.
We ended up going with the jagged cut! Much more goblin-y.
Far too professional.
Far too professional.
Designing enemies was definitely my favorite thing from the jam, both in the looks and gameplay departments! Out of all of 'em, our Wizzrobe-inspired wizard enemy has gotta be my favorite.
The squad.
The squad.
The wizard's ability to block off keys gives Keyboard Warrior's gameplay some much needed depth. My intent was to create emergent scenarios where players have to prioritize enemies to survive—if they don't, they're toast!
The OG "bird wizard."
The OG "bird wizard."
More wizard, less bird.
More wizard, less bird.
Like a surprisingly large amount of my game concepts, Keyboard Warrior also started out as an MS Paint doodle.
My original—albeit crusty—concept for the playable Knight!
My original—albeit crusty—concept for the playable Knight!
As the lead 3D artist on the team, it was weirdly challenging trying to translate my own concept art into 3D. You'd think it would be easier, right?
Step 1—model the entire body.
Step 1—model the entire body.
Step 2—ctrl c + ctrl v. Model the head.
Step 2—ctrl c + ctrl v. Model the head.
Step 3—sword!
Step 3—sword!
While our models were largely simplistic in order to meet the submission deadline, the place where we invested a good chunk of our time was our custom shader.
And between you and me, I think it paid off tremendously.
The Knight is missing her ponytail in this screenshot, so just imagine it's there.
The Knight is missing her ponytail in this screenshot, so just imagine it's there.
You can download Keyboard Warrior on itch.io.
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