Be a Supporter!

Raptek Arena

rated 3.76 / 5 stars
Share Links:
More Games

Click on an icon to vote on this!

Credits & Info

Nov 6, 2007 | 8:15 PM EST

If you liked this, check these out!

Author Comments

Remember to come and check the new version on the new submission! /portal/view/410667
I've worked a lot on this game, trying to follow all your suggestions, and decided the game was changed so much it was worth resubmitting.
You can find the latest version here: /portal/view/410667
It is called "Raptek Arena Reloaded" and really I see it almost like a different game... or at least a second version...
Here is a list of what you'll find in the new version:
- Added SAVE!!!
- Highscores divided between Story mode and Survival Mode
- It is now a little easier to make combos (increased time)
- The longest combo increases the final score
- Combos are worth more in XP
- Removed point limit for survival mode
- Increased Shields Resistance
- Modified prices in shop (many things now cost a little less)
- Special Abilities now cost 1 skill point, just as the rest!
- Cleric has no longer healing skill... it has now a special ability called "Holy Might" Which gives him combat abilities like half a potion of strength, half a potion of haste, and a slight HP regeneration. Increasing this ability power increases its duration, not its power.
- Monster AI a Little Better
- Now it is a little longer (12 levels), so you can earn more money and more px before getting to fight the final boss
- Overall difficulty recalibrated
- The shield is now TOGGLED (one keypress to use it, one keypress to remove it)
- NEW DRAWINGS from the same amazing artist!
- Now you can hold up to 5 objects and You can use buttons 1-5 to use objects
- Better collisions with monsters

Come and play the new version here: /portal/view/410667
I will discontinue this, and eventually ask Tom to delete it (if it's possible)

For all who voted/posted/wrote me, I have only one thing to say: thanks :)



Rated 5 / 5 stars

this is your first?

congrats, I'd have guessed this was the result of years of attempts that finally pulled together into this... I'd suggest more characters or more abilities for the ones that you already have. if you work a little on the graphics, the sequel to this would be amazing!

Kelemas responds:

A sequel is very likely (the title itself says Vol. 1), But not in the short coming: as you said, this took a lot of efforts, and even if i'm quite proud of it, everything depends on the "public enjoyment" as the game itself says :)
Anyway: thank you for the compliments!


Rated 5 / 5 stars

nice game

i like it but like ABEW19043 said its hard on a lab top

lol i just thought i sucked but i gess its cuz im on a lab top

Kelemas responds:

Eh eh eh... It certainly is all the laptop fault... :)


Rated 5 / 5 stars

Good Game!!

Its a Great game! I love it, cant seem to get over 20k, any suggestions?
and what does skill recovery do?

Kelemas responds:

Skill recovery increases the rate at which you recover skill points for the special ability (the blue bar).
If maxed, the recovery time is halved!


Rated 4.5 / 5 stars

Good Game

Of course,I didnt pass the first level,considering I'm on a laptop....I'll try it on my normal computer later tonight,or tommorow. Nice work from what I've seen, I cant wait to try it then.

Kelemas responds:

Sorry... it seems this is not laptop friendly :) too much green skins to calculate...
Let me know your later impressions!


Rated 3.5 / 5 stars

Good. Just a few suggestions.

1.) Make the interface easier to read. I know making things circular is neat, but it's much harder to interpret out of the corner of your eye. Just make straight gauges; they're easier to keep track of. Also, make sure the health guage is the most prominent, then the shield gauge, then the special attack gauge. If you want to make sure the player doesn't forget to use a special attack, then make the gauge dark when not full, and have it flash rapidly when it finishes so it catches the player's eye. Also, let the player use items with the 1, 2, and 3 keys as well as the mouse.
2.) Create specific spawn points for enemies. Create visible doors into the arena, so the player knows where the enemies might come from, and where to stay away from. Nothing's more frustrating when a new enemy suddenly spawns right behind you.
3.) There are a few glitches with the music. It sometimes neglects to start up when the gameplay begins. Also, the movement of the enemies is a bit shifty. They often move a step to the left or right, but not evasively, more "slight rendering problem"-y.

Other than that, nice game, and here's to a good score.

Kelemas responds:

Thank you for the suggestions. I'll write some considerations here so everyone can read and give an opinion... if you don't mind!
I'll surely follow the first one... the 3 gauges already got some brighter colour when they are full, but evidently not enough :)
Regarding the "items with keys" I'll think about it a little, since it's done this way on purpose: only the topmost item can be used. Maybe i can add a Button to use it, but aren't there enough buttons already?
I'm open to opinions from the other users.
Number 2: consider it done :) The spawn points are already specific... (16 of them scattered on the perimeter) It's very easy to make them visible!
Number 3: The shifty movement: It's an added feature to make the movement a little realistic! Otherwise it seems the monsters are skating... :) I can eliminate that if it's ugly to see.
the music: some songs start with very low volume and than build up. Could that be hat you experienced?

Anyway... Thank you again!