[About imeage copyright, I suppose it's okay to attach them using url without mentioning the artists/game, cuz it's in the link] # Perspectives: Do you want... **Side scroller:** ![](https://i.pinimg.com/736x/6e/b2/08/6eb20814accb570eab5fdb3327e39ba3.jpg) **Or topdown:** ![](https://cdna.artstation.com/p/assets/images/images/047/375/386/large/suvi-orling-8ab170b879f438702a97c37cc2764db2.jpg?1647444080) **Or isometric:** ![](https://i.stack.imgur.com/Z1ato.png) My take: * Isometric works best at providing the scenes view but takes time to set up and might prove complex (must use 3D or pseudo-3D). * Side-scroller eventually leads to enemy stacking a bunch, like in this video **(loud audio warning)**: [video](https://www.youtube.com/shorts/giMdyJQMfOE). * Top down is also good at showing the action and allow enemies to approach player from many direction. However, making art assets for top down is harder than side scroller. So you consider it. # Gameplay: So as a typical 2D hack and slash, the player is eqipped with blades and other weapons, every time they slash there is a blade stretch like this: ![](https://images.squarespace-cdn.com/content/v1/551a19f8e4b0e8322a93850a/1560305652762-FDL2YPKV0CYYNJT5O925/Title_Image.png) However, this is only achievable in frame by frame animation, which we don't do. So maybe we will rely on animator and programmer's creativity and others' helps on this. Then the mechanism is pretty simple: we make terrains (the room our fights happen), enemies, spawn them periodically, and let player slash. However I have some ideas: * Power-ups (either collectible or after gaining enough EXP) * Advanced enemy AI (which means no simple see and chase) (I took quite some research into this so you can leave this to me) * Guns? I mean, angle with guns is something we have never seen before, and it is fun. Something like Soul Knight. If you have not played it, here is the screenshots: * Special buttons for transforming into rage mode(?) ![](https://i.ytimg.com/vi/tSOdZmzyC5Q/maxresdefault.jpg) About the guns, we have to also consider will our game be melee-based or bullet hells, because they differ in the way players are gonna tackle the level (either just search for enemy and spam slash or hide and shoot).