In part 2 of this three part series, we talk about the development side of arena shooters! How can developers get weapon balance right… and is that even possible?! How can developers make an arena shooter that appeals to a wide enough audience for it to thrive, and not be DOA?
We talk with w1nters who’s one of the developers of the upcoming arena shooter #Rekt. We discuss some of the challenges of developing an arena shooter, including getting weapon balance right, making a game that appeals to a large enough audience, and even the role of glitches and quirks!