The arena is part of the fight.
The starting point
An arena becomes predictable if its geometry never matters. Bombs, moving hazards and collapsing ground make the space an active part of each decision.
What I built
A 2D arena game where bombs, rivals and collapsing ground change the space beneath your feet. The design is about readable consequences and the trouble one well-placed action can start. The current project keeps its 2D identity.
