Keyboard Warrior was made in 1 week for the Berkeley College Game Jam by a team of 6.
I worked on our game design, enemy design, and 3D art.
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!
It's come quite a ways since then.
Unfortunately, we had to scrap some systems along the way in order to make the submission deadline. Of our 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 cut a feature is tough, but it's always worth it in my experience. Another casualty was this absolutely legendary piece of concept art, made for the cut "battle chicken" enemy.
RIP, battle chicken. You'll live on in our hearts.
But the enemies that did make it in were all thoroughly vetted, both in the looks and gameplay departments. Of course, I love all my children equally—except the wizard, since they're my favorite.
The wizard's ability to block off keys gives Keyboard Warrior's gameplay some much needed depth. My intent was to create scenarios where players have to prioritize certain enemies to survive—if they don't, it's game over!
Like a large number of my game concepts, the keyboard warrior herself also started out as an MS Paint concept.
There were some slight design tweaks during the transition into 3D, but she's still the same ol' knight.
While I originally pushed for simplistic models just to meet the submission deadline, it ended up being a big plus once we got our shader working. Mad props to our programmers.