A mix of martial arts, moshpits and capture-the-flag. Stickdown! is a 2D fast-paced action sports game originating in Japan as “Bo-Taoshi”.
Players must use their reflexes and agility to outmaneuver the defending team and topple the pole. Or, maintain a stout defense.
If you are unfamiliar with the whole idea, this is what we are going for:
About Gameplay
The home screen presents players with a small set of options that are designed to get you started. By hitting the play button you will enter the Field Manager – a screen designed for strategists to make changes to their team’s formation and tactics before a match (WIP).
As Captain you will be able to maneuver independently with WASD. You can also make changes to your original plans in real-time via a combination of hotkeys and mouse clicks. Since during live play you can command a small group of attackers on the fly. By clicking and holding down the right mouse button, you can issue commands like stop, go to, focus-on-assists and attack the pole.
The left mouse button pulls up the details of players in the area clicked. By default, each player does have their own stats and associated AI that will simply follow the original gameplan to the best of their ability until told otherwise.
Positions | Defense
In an early blog post we discussed the Rules of War set by the National Defense Academy in Japan. These have mostly remained intact with some exceptions. Like the addition of a formalized Captain role. While modifying others, like restricting the movement of certain defensive and offensive players.
These changes were made with gameplay in mind but we also think it’s the kind of thing that helps Stickdown! stay distinctly “arcadey”. As opposed to being an outright attempt to make a simulation game. Despite having simulation roots.
Circle Defenders [CD] and Pole Supporters [PS] cannot leave the pole circle. That is the zone or circle around or near the pole that is usually packed full of defenders. Usually with more defenders on top of them. The major difference between these two being that Circle Defenders cannot be replaced1 and the pole support group cannot be eliminated.
The rules of elimination apply just as strictly to the role of Ninja [N]. Who serves as captain of defense. Like the Captain on offense, he can be eliminated but not replaced.
Elsewhere on defense, Interceptors [I] have few restrictions on their movement. Mostly limited in range to their own half of the field. Allowing the offense some time and space to actually set up an attack. An Interceptor’s job is to disrupt it.
Positions | Offense
The offensive side is split into three groups. Your Spring Tackles [ST] are effectively strikers looking to use another member of their team – like a springboard – to launch themselves toward the pole.
So it’s like requiring an assist to score points in other sports. Spring Tackles have no restrictions on movement when not seeking to attack.
Players in the Scrum [S] position occupy a hybrid role. In that they have limited time to enjoy unrestricted movement. Time best spent choosing how to disrupt the defense. All while being mindful of their positioning since they are needed by nearby Spring Tackles to mount an attack.
Upon entering the second half of the field, a Scrum player must reach the opponents circle in less than 10 seconds or risk elimination. An exception being that they are engaged with another defender (like grappling with them).
Dynamic Attackers [A] are the counterpart to Interceptors on defense except that they can attack the pole directly in any way they can. They work with the Captain [C] who has no on-field restrictions outside of who they can command during play.
Attackers are most prone to losing their side points but are invaluable to keeping the opposing team’s Interceptors at bay. Whether directly or via distraction.
Work in Progress
So the project has come a long way – from 3D even – with plenty of work to be done on the tactics, AI, UI and multiplayer aspects. In the future we would love to expand the environments to include things like weather and animated backgrounds. We are especially excited about our work on a new style of uniforms. Which are still subject to change but should add a lot more options for customization.
The new uniforms are also a bit more in line with where we want the game to fit in among other sports games. We want players to look recognizable as athletes. Especially with plans to add more structure and variance to the in-game league, Pole Toppling International (PTI).
There’s definitely a vision.
Sponsors Needed!
What’s a sport league without sponsors? Or Players and people to watch them. I think as gamers we have the unique ability to be all of those things at times.
With all this talk about new features, fields and uniforms there’s just that glaring issue of actually making it happen. We have the most fun thinking about this project as if launching a (small) sports league. What would it take logistically? How much more will this cost? Imagine the mocap this would have taken in 3D..someday?
Stickdown! has come a long way. But it still needs all the help it can get.
If you are interested in supporting this project we are kind of crowdfunding!
Which means you can buy us coffee but we insist you get the game and some perks as thanks. 🤝
Supporters at all levels will have access to exclusive perks in addition to all playable builds up until release. Right now, there is no way to support multiplayer and other live features without servers. And there is still so much to improve on graphically.
Check out the details below:
$5 | Captain
This tier includes a digital copy of Stickdown! As well as exclusive access to all playable builds up until release. You will also be eligible to reserve a username which will standout online. Available for a limited time.
$10 | Coach
Alongside every perk present at the Captain’s tier you will also be eligible to reserve a team name. Which will stand out online. Available for a limited time.
$25 | Coordinator
Alongside every perk offered with the Captain and standard Coach tier, your team and player will be given exclusive in-game gear and abilities. Available for a limited time.
$50 | Commissioner
Alongside every prior perk, at this tier you will also be eligible to create and name an entire league division. In which teams will have to follow your rules and style of play. Division information (like its description, results, player and team data) will also be viewable online. Available for a limited time.
Footnotes
- Circle Defenders can be eliminated but the position itself cannot be replenished during a match. Meaning their replacements default to Interceptors. Leaving less stationary defenders inside the circle. ↩︎
Socials
(Click the link icon for Discord)
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