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 owned our 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.
Use your wits to counter each enemy type.
Use your wits to counter each enemy type.
Don't get overwhelmed!
Don't get overwhelmed!
Process
I'm a big fan of using games to teach, 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.
Shop concept.
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 for our goblin's shorts!
Far too professional.
Far too professional.
Much more goblin-y.
Much more goblin-y.
Designing enemies was definitely my favorite thing from the jam, both in the looks and gameplay departments! Out of all of them, 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 certain 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 an unsurprisingly large amount of my game concepts, the keyboard warrior herself also started out as an MS Paint concept.
My original concept for the knight.
My original concept for the knight.
Despite having 3D modeling experience prior to the jam, it was weirdly challenging trying to translate my own concept art into 3D.
Step 1: model the body.
Step 1: model the body.
Step 2: ctrl c + ctrl v + head.
Step 2: ctrl c + ctrl v + head.
Step 3: sword!
Step 3: sword!
While I originally pushed for simplistic models in order to meet the submission deadline, that simplicity ended up being a big plus once we got our shader working.
Mad props to our programmers.
The knight is missing her ponytail here, so just imagine it's there!
The knight is missing her ponytail here, so just imagine it's there!
You can download Keyboard Warrior on itch.io.
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