Mystic Melee started with the idea of bringing the movement mechanics you often find in platformers to a multiplayer fighting game. I love platformers with wall-jumping, momentum, and abilities that leverage physical interaction. These mechanics turned out to be a blast to use in multiplayer — leading to gameplay that rewards outmaneuvering your opponents and taking full advantage of the devastating spells at your disposal.
It was only natural to create single-player missions for Mystic Melee. Inspired by games like Super Meat Boy or Dustforce, the single player campaign is the perfect place to master the game’s momentum-based movement and spells. With a dash of puzzle-solving, boss fighting, and hidden secrets, I hope the single-player experience in Mystic Melee is as fun as the multiplayer.
The hardest challenge when developing Mystic Melee was creating a custom engine that merged tight platformer controls with a physics engine, all while being able to sync in the online mode. I think it paid off, but I can see now why there aren’t many similar games, especially with online capability! The engine lent itself to many unique game types, such as the basketball-like Hypersphere, and I’m excited to see through the Early Access process which is enjoyed the most by players. That said, I hope you’ll join me as I continue to add to and improve Mystic Melee, as I really want to let the community guide the direction of the game going forward.
Mystic Melee is releasing tomorrow (9/19/17) for early access. Thank you so much for your support!
— Ben Hopkins
Trailer: https://www.youtube.com/watch?v=gi0lEkQI_2s
Steam: http://store.steampowered.com/app/454770/Mystic_Melee/
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