K. A. here, Community Manager for HyperBrawl Tournament. I'm back with another Behind the Brawl development blog and this time I've sat down with our Game Designer, Scott, to look at HyperBrawl's three different hero classes - and why they're important to gameplay. Let's jump in!
Hero classes - what are they?
The heroes of HyperBrawl come in three different types; Swift, Tank and Core. These classes offer slightly different play styles and benefits, giving players more strategy and diversity in their gameplay. Here's the quick rundown:
Swift heroes are faster and more agile, but can't deal or take as much damage. They're good for getting around the arena quickly, but less capable in a brawl.
Tank heroes are very strong and have more health, but are slower than other hero types. They can be great in a brawl or at defending the goal area.
Core heroes are jack of all trades. They're somewhere in between the other two types, which makes them good at everything, without excelling at anything.
Ultimately it's important to note that any hero can be used for any job; it all depends on your play style and what your opponent is bringing to the brawl.
Settling on three classes
In the very early days of development, each hero was much more unique and had their own abilities, though this quickly became very difficult to balance. Another concern was how confusing it became to play, when you would suddenly need hours of practice to learn the ins and outs of each character. Being able to just pick up the controller and play was always important to us, so the system needed simplification.
With a class system, the game became much easier to both balance and understand. Settling on a few classes allowed us to be able to fall back on class rule sets to help balance the game, while making the game in a way that most players would be able to get into more easily, simply because it's so common in other games and genres already.
Turning the unique heroes into class-based archetypes was actually what introduced the weapons we have today. Each hero was originally conceived to have their own unique abilities/weapons, but the class system allowed us to separate the heroes from the weapons, which now means that any hero can use any weapon. This has allowed for considerably more flexibility in each player's play style - and allows you to really play the game any way you want, with whatever hero and weapon combination you prefer.
Balancing each hero
Balancing became a lot easier once we decided on the hero classes and their pre-defined rule sets. We did a lot of testing in the early stages of development, that allowed us to lock down each class' behaviour quite quickly. Now when we add a new hero to the roster, we assign them a class and that immediately gives us a specific framework to work from. This allows us to still be creative and make them unique within their given class, without risking their overall balance getting out of hand.
As each hero has their own unique stats, however, there is still some tweaking that can be done on a hero-by-hero basis - and as we see players experiment and provide us with feedback, changes can quite easily be made over time as needed.
Advice for new players
Experimentation is the key. The team's done their best to ensure, that HyperBrawl doesn't have a "best loadout"; it all depends on your play style. Maybe you like the Tank characters for their added health or ability to goal keep, or maybe you prefer a Swift class for their ability to out-run the slower heroes, opening up new opportunities in the arena.
Generally, we'd advise that you try all three classes and the various weapon combinations to find what works for you. Changing up your weapon can completely change how you play a specific hero or class too; you may normally want to keep your distance with a Swift character due to their low health, but equipping them with the Slam Hammer and getting up close and personal for a devastating attack can be effective too. Experiment and have fun - and let us know your favourites!
Want to know more?
That's it for this Behind the Brawl dev blog. We've now done five of these and are always keen to know what you would like us to talk about in the future. Whether you're curious about HyperBrawl's gameplay or development, ask away and we'll answer best we can!
For the latest news as well as the occasional tips and tricks, be sure to follow us on Twitter or join us on Discord. Finally, as always, if you haven't already, please consider Wishlisting HyperBrawl on Steam - it really helps!
We recently had a chat about Game Design and thought you lovely folks would like to tune in for some insights. The chat is initially focused on HyperBrawl's Campaign mode, but quickly branches off into other topics as well. We hope you'll find it interesting!
If there's something relevant you think we missed, do let us know. We're planning additional content between now and launch this Summer, and we're more than happy to provide any insight and answer any questions that we can.
We'll be hosting a livestream on Twitch today at 5pm BST and we would love for you to join us! You can either talk to us in chat - or take us on in the arena, simply be grabbing the free demo, and queuing up for Blitz mode at 5pm BST today!
We're excited to announce that the limited-time HyperBrawl Tournament demo for Steam Game Festival is now available, and will remain available for the duration of the event, 16th-22nd June.
To get brawling, all you have to do is jump over to the Steam store page, and hit Download. It's really that simple!
The Steam Game Festival demo is a small portion of the full game, with limited heroes, arenas, weapons, game modes, features - and none of the new content and overall optimisations we've added to the complete game in the last couple of months. You'll be able to check out the complete experience this summer, when it launches on Steam and consoles - and if you want to be notified when we post updates and announcements, be sure to wishlist right here on Steam!
If you're brand new to HyperBrawl Tournament, you may be wondering what exactly this is... so here's a quick rundown:
1-4 player arena-based sports-brawling, feat. local and online multiplayer.
Unique heroes, weapons and customisation options, allowing for more than 4,000 unique loadouts.
HyperCurve allows you to control the ball mid-air, giving you ultimate control to avoid opponents and obstacles alike.
HyperForce grants you super-human strength and the ability to easily take down your opponents for a limited time, in an effort to turn the tide.
12 unique arenas where obstacles and arena shapes can play a part in your overall tactics.
7 game modes, including a campaign mode, a local multiplayer mode and online modes complete with worldwide leaderboards.
Private matches to play with your friends using the in-game party system.
The above is just a short list of what HyperBrawl has to offer, and if you would like to see it in action, check out the following trailer:
The Steam Game Festival demo
The SGF demo is just a small portion of the full game, with a limited number of modes, heroes, weapons, arenas and overall features. It's also by no means the latest version of the game, which means it is missing several months of added content, improvements, features and bug fixing. It does, however, include both local and online multiplayer, so you can still get an action packed taste of the HyperBrawl experience.
If you play the HyperBrawl demo and like what you see, please consider wishlisting the game on Steam - it really helps!
Steam Game Festival starts in just under 24 hours and in case you missed the news - HyperBrawl Tournament is a part of it!
We'll have a playable demo available, that you can download directly from Steam. Unlike our betas, no beta codes are required to jump into this one, so once it starts, you'll be good to go.
We've also got plans for a livestream and developer Q&A during the Game Festival, so do stay tuned to Steam and/or places like Twitter for all the latest information.
The demo will be a small part of the full experience, so if you like what you see, you've got a lot more to look forward to this summer, when we launch the full game on Steam and consoles!
As we're getting ever closer to our launch on Steam, PS4, Xbox One and Nintendo Switch this summer, we've just premiered a brand new trailer via The Escapist Indie Showcase. We've included the trailer for you below, but if you'd also like to check out the full indie showcase event, you can do so here.
HyperBrawl Tournament | PC & Console Announcement Trailer
Alongside the brand new trailer, we've also created a completely new piece of key art, that we will be using to promote the game going forward. We feel that this captures the feel and intensity of the brawl, while also making it clear that HyperBrawl Tournament on PC and consoles isn't just a re-release of the Apple Arcade version, but rather a huge step up in every way.
With new content, game modes, features, a worldwide leaderboard and a TON of upgrades and improvements from the initial Apple Arcade release in 2019, HyperBrawl Tournament on PC and consoles is the game we always envisioned. Many of the countless improvements are a direct result from player feedback from our most recent Steam betas, and wouldn't have been possible without everyone's invaluable feedback and support - so thank you for that!
Without further ado, here's the new key art:
We're hyper excited about HyperBrawl Tournament coming to Steam, PS4, Xbox One and Nintendo Switch and we can't wait to get everyone into the arena for the full experience later this summer. We hope to see you there!
As always, it would mean the world to us if you could wishlist HyperBrawl on Steam, if you haven't already done so. The more wishlists we can get, the more intense the brawls will get at launch and beyond!
Welcome to Behind the Brawl #4, in which we'll be looking back at our most recent Steam beta. The May 2020 beta ended just a few days ago, and we've spent the last couple of days combing through all the awesome feedback that we've received from all of you. This once again included both things we've nailed so far, as well as things we need to make even better. First, let's take a look at some of the key statistics from the beta.
Now let's dive into some of the key takeaways from the beta itself!
The Pros
Players had a great time! Just like with the previous beta, everyone keeps telling us that the overall HyperBrawl experience is really fun, which is obviously essential for us!
Our competitions ensured, well, competition! We ran a number of competitions during the beta and particularly the one that rewarded the top 3 players on our Most Online Wins leaderboard created quite a lot of heated competition! Find all the winners here!
The new selection of heroes and weapons created new player strategies! With all weapons from the previous beta swapped out, players used a lot of new strategies, many of which were new to us. It'll be interesting to see which strategies prevail once players have access to everything at launch!
We had a ton of new players enter the arena! It was awesome seeing so many new brawlers enter the arena and a lot of that was thanks to all of you bringing in family and friends alike. Spreading the word is key to an active player base at launch, so we really appreciate everyone's help with this!
The player skill cap keeps going up! We keep being blown away by how good players are getting and we've already got several players in the community that bring both a challenge - and a beatdown - to the developers in the arena! Practice intensifies!
With great power comes great... double KO goals!
The cons
We still have bugs to squash! Our last two Steam betas have both been running on several months old code, which means a lot of reported issues have already been fixed in the full version of the game. That being said, thanks to your detailed feedback - and even videos showing the exact issues - we've been able to identify additional things that need addressing. Some of these are bugs and others are gameplay adjustments that we're now investigating further. Thanks for your help on this!
The Turbo Thruster became a must-use weapon! While this might not sound like an issue, we've seen the Turbo Thruster used in new ways, which means that we'll now be looking at whether it needs any adjustments for the full game, as all weapons have obviously been balanced with the full roster of weapons in mind, and not specifically for this beta where only three weapons were available.
Ricochet with great care, brawlers...
So, now what?
While we get ever closer to the game's full lunch later this year, we're currently working on additional opportunities for everyone to get in on the action, and show their friends who's boss. One of these opportunities is the Steam Game Festival taking place 16th-22nd June. We'll have more details on this soon, so keep an eye on our channels - like Twitter and Discord - for more information!
For now, if you've enjoyed what you've seen (and hopefully played) so far, make sure to add HyperBrawl to your Steam wishlist - it really helps more players discover the game. The more players, the more fun competition we'll all have at launch and beyond!
We've already given out more than 10,000 keys for the ongoing beta, but that's not been enough! As players keep asking for more, we bring you more!
You can now grab a Steam beta key for yourself or a friend by signing up to our newsletter (via Gleam) using the link below!
>> GET KEY << - Beta has concluded.
Beta competitions
Don't forget all the ways you could win prizes simply by playing the free beta. The prizes include both custom controllers, Steam vouchers and Steam codes for HyperBrawl Tournament at launch.
Share on Twitter!
Share screenshots, videos, gifs - or even fan art - on Twitter for the duration of the beta, for a chance to win a £20 Steam voucher AND a Steam code for the full game at launch. All you have to do is share it with the hashtag #HyperBrawl, and we'll pick a random winner after the beta has concluded!
The top 3 players on the Most Online Wins leaderboard at the end of the beta will be rewarded too! The top spot will receive a £50 Steam voucher AND a Steam code for the full game at launch. The two runner-ups will be receiving a Steam code for the full game at launch, too!
Anyone who completes the in-game objectives during the beta will be in a random draw for a £20 Steam voucher AND a Steam code for the full game at launch!
We've got another three online session planned for this two-week beta, and taking down a developer in Blitz mode (online) during tonight's online session will put you in the draw for this hyper awesome custom Xbox One controller. Look out for players with MilkyTea in their names. The brawl goes down at 6-8pm BST TONIGHT!