A minimalist arcade game inspired by classic arena systems. A project focused solely on mechanics, readability and mastery skill.
Overbit is a 2D top-down arcade game with separate vehicle-based gameplay modes. The game deliberately avoids narrative cutscenes and RPG progression, focusing on clean systems and decision-making pressure.
- no story tutorials
- no dialogues
- skill > statistics
- arena > history
- The game is divided into levels
- Auto-save after completing a level
- After death, the player can restart the current level
- Ability to pause and resume from exactly the same place
- Global leaderboard (score-based)
Overbit has separate, independent game modes.
Top-down 2D arena shooter based on risk management.
- Smooth vehicle rotation
- Physical projectiles (not hitscan)
- Limited ammunition
- Forced reload
- Maximum 5 bullets
- After firing them:
- no shooting possible
- the need to travel to one of several reload zones
- Reload time:
- always constant
- independent of the level of difficulty
- During reload the player is defenseless
- Collectively referred to as Enemies
- Their difficulty increases with progression:
- a larger number
- higher speed
- greater aggression
- They may make mistakes, but:
- the higher the level, the less frequent
High-speed reflex-space mode.
- Perfect top-down view
- Constant forward movement
- Turns only 90°
- Speed:
- gradually increases over time
- Every motorcycle leaves a trail behind it
- Trail is a physical collision object
- Collision rules:
- touching enemy trail = instant death
- touching your own trail:
- automatic right turn
- no death
- Trail:
- disappears after about 30 seconds
- gradually opens the arena space
Difficulty is unlocked by progression, not manually selected.
- Uncommon
- Common
- Easy
- Normal
- Hard
- Hard 1–10
- Legacy 1–5
- Maximus
- Mythic 1–20
- Unlimited
- No new gameplay rules
- No core mechanic modifications
- Scaling only covers:
- number of enemies
- speed
- aggression
- Minimalist
- Displays only:
- ammo
- score
- basic statuses
- No timers
- No unnecessary indicators
- Style: minimalism
- Subtle VFX
- No unnecessary screen effects
- Blue
- Green
- Red
- Yellow
- Dark gray
- Background music
- Sound effects:
- shots
- collisions
- reload
- death
- No active store
- No microtransactions
- No pay-to-win
- Score is only used for:
- ranking
- unlocking difficulties
- Platform: WEB (current)
- Repository: GitHub
- Code:
- one project
- logical division into game modes
- Planned 3D version
- Creation of a version for Unreal Engine
- Expansion of the story layer only in the Unreal version
- No impact of future changes on current core mechanics
- Do not add perks or development trees
- Do not add random buffs
- Don't simplify reload
- Do not remove ammo limit
- Do not add story cutscenes to the arcade version