Devlog / Starboys

How We Got Here

Figured the new year was a good time to look back at where Starboys started and where it's at now.

The core of the game is the gravity system - walk on walls, ceilings, flip mid-fight. Getting that to feel right took a while. We went with FishNetworking for multiplayer, rebuilt the player controller more times than we'd like to admit, and eventually landed on something that feels good.

From there: new character model, basic level design, a few game types, and interactables like jump pads, bounce walls, gravity zones. The kind of stuff that makes arena shooters fun to mess around in.

Lots of playtesting - in person, online, yelling at each other, finding bugs. It's been a good way to figure out what works and what doesn't.

The current build is playable. Match tuning, the server browser, and more arenas remain.

Email / Signal Spike Games

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