Speed and Weight

The Scramble Vice

It is the year 2048. Tokyo Police Department’s notorious 9th Mobile Unit, “The Scramble Vice” is ready to fight high-tech robot crime! Clad in an armed exoskeleton suit, police officer Sakuragi Kei of the 9th unit stands to fight robot crimes within Neo Tokyo! Are you ready to scramble up Tokyo?

[img]{STEAM_CLAN_IMAGE}/44612937/5ba9c6f96838e53905d7da53793a3e2e58b33f70.png[/img] "Speed" was the principle element in our previous game, "Shinobi non Grata." So, starting from the game design, controls and visuals to music, the game was tuned to unfold at a fast pace. It was made to feel the excitement of running through the battlefield, slashing past hordes of enemies and fighting formidable shinobi bosses... The pace and rhythm of the game is what, I feel, made the game fun. For "Scramble Vice" I'm hoping to make "weight" the element of fun for the game. By that, I don't mean to simply make the controls feel slow and heavy, but when the robots jump or attack, I want them to react in a way suitable to their weight. When they use their vernier thrusters to dash or when they take flight, I want the controls to feel smooth but tune it in a way you still feel the weight of the machine. That also goes for the sound design; I want the sound to reflect the weight as well. We designed the stages for "Shinobi non Grata" so there would be variety, and comparably, we're trying to find a range of ways to have fun in "Scramble Vice" too. If you're interested in "Shinobi non Grata", have a look here: https://store.steampowered.com/app/1796870/SHINOBI_NON_GRATA/ It's a ninja game, but sometimes you'll fight mechanical enemies. "See you, Scramble Vice!!"