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STIX: Combat Devolved

2021-2022

Creative Lead / Game Designer / 2D Artist

Terribly Delightful

STIX: Combat Devolved is a fast-paced, multiplayer top-down arena shooter developed by Terribly Delightful Studios, a startup co-founded by myself and two others. Inspired by the classic Flash game Stick Arena, STIX reimagines the genre with chaotic combat, unique weapon abilities, and an innovative Mayhem mode that blends multiple game types into a single seamless experience. Players battle in 8-player online matches across diverse game modes like Free-for-All, Zombie Invasion, and King of the Hill while utilizing creative weapon combinations and gadgets. The game was released on Steam and designed to bring back the nostalgia of Stick Arena with modern twists, offering players a chaotic yet strategic, skill-based party game.

As the creative lead and primary game designer, I spearheaded the vision for STIX, driving innovation in its mechanics, systems, and overall player experience. I led the design and creative direction, collaborated with programmers and animators, and personally created most of the 2D assets, maps, and user interfaces. Through iterative development and player feedback, I ensured STIX maintained a balance of chaos, strategy, and fun while achieving our goal of unifying our community of players through the Mayhem game mode.

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Game Design:

  • Conceptualized and developed the Mayhem mode, a unique solution to consolidate multiple game types (Free-for-All, Team Deathmatch, Zombie Invasion, etc.) into one dynamic experience, ensuring full matches without splitting the player base.

  • Designed dual weapon and gadget systems, allowing players to carry and swap between two weapons for creative combos and playstyle flexibility.

  • Created special weapon abilities powered by energy, such as the Hammer’s repositioning slam or the Magnum’s AoE projectile, fostering skillful and strategic gameplay.

  • Designed randomized shop systems, encouraging adaptive strategies by letting players purchase temporary upgrades during matches.

  • Balanced spawn mechanics and fixed weapon placements to reward map knowledge while introducing unpredictability for new players.

My Contributions

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Art and Creative Direction:

  • Developed a cohesive, modern art style inspired by the stick figure aesthetic, designing maps, sprites, animations, and visual effects.

  • Designed five unique, thematic maps (Office, Spaceship, Train Yard, Mansion, and Arcade) with varied layouts and dynamic gameplay.

  • Created UI screens and interfaces, including menus, shop screens, and in-game HUDs, ensuring clarity and usability.

Playtesting and Feedback:

  • Organized and conducted internal playtests and community feedback rounds to refine mechanics, maps, and overall balance.

  • Iterated on game features based on player input, such as enhancing weapon synergy and reworking the Mayhem mode for pacing and engagement.

Collaboration and Production:

  • Directed the game’s creative vision while working closely with programmers, animators, and voice actors.

  • Managed task prioritization and development milestones to ensure timely progress in a startup environment.

  • Facilitated clear communication and alignment across team members, ensuring that the technical and creative aspects of the project complemented each other seamlessly.

  • Proactively addressed challenges such as limited resources and a small team size by optimizing workflows, wearing multiple hats, and maintaining focus on delivering a high-quality product.

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While STIX was not a commercial success, it was a significant creative and technical achievement. We succeeded in:

  • Revitalizing the spirit of Stick Arena with a modern, chaotic multiplayer experience.

  • Developing and releasing a fully functional, online multiplayer game on Steam.

  • Gaining invaluable experience in iterative design, community-driven development, and self-publishing.
     

The project demonstrated my ability to lead creative teams, design innovative mechanics, and balance multiple roles in a fast-paced development environment. STIX exemplifies my dedication to creating unique gameplay experiences and my capacity to bring ideas to life from concept to completion.

Other Media

© 2025 Kevin Kusler

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