Joey Relovsky
Over Armor
Solo Developer
Trailer
Description
Over Armor is a fast-paced, top-down fighting game that blends the chaotic energy of Super Smash Bros with the tactical combat of Halo. Over Armor creates thrilling, party-style action while maintaining depth for competitive players.
Gameplay
Up to four players compete locally, battling it out across dynamic, weapon-filled arenas in classic game modes like Slayer and King of the Hill, as well as new modes such as Crowns.
All players have the same set of three core tools: Shooting, Melee, and Bombs. These tools are equally effective, essentially creating a rock paper scissors dynamic.
Over Armor encourages players to move purposefully rather than aimlessly. An item-based design introduces hotspots where key items spawn, making the environment a critical part of the gameplay.
King of the Hill Gameplay
Slayer Gameplay
Early Production
Over Armor started as a way for me to make something that I could play with my friends when we got together. It was over the top, featured insane knockback in a basic attack, and a ton of cartoon gore. As we played, and people made observations about the project, I began to add complexity like Bombs, Melee, and different fun items for people to use.
First Footage
Full Gameplay Pass, First Map
Map Interaction
Almost all of the strategy in Over Armor is meant to be external. You’re moving around the map with purpose, towards deliberate goals. Part of that is creating maps that allow the player to change the layout for strategic purposes, inconveniencing or killing other players. Not only do you move with purpose, you sabotage others’ navigational plans.
First Interactive Map Test
Demo Interactive Map
Visual Explorations
As development progressed passed the initial prototype, I experimented with different visual styles. I began by adding complexity to the original map, and improving the post-processing. Also, I committed to making Over Armor more thematically consistent in weaponry.
More significantly, however, as I began to create Map 2, I began experimenting with different lighting and shading styles that were drastically different. I ended up settling upon a more realistic, rather than cartoonish, rendering style.
Iterations of the rendering style
Visual Final
Flat + Realistic Material Rendering
Future Development
Over Armor has been reopened in active development, and the team has expanded. I look forward to updating this page with new developments, stay tuned!