Development:

I developed this game over the course of a summer to teach myself Unity. I went in with little experience using a game engine like this, but had previous game design and coding experience to support me. I utilized object oriented programming principles to make learning the programming easier, and made all art assets myself using pixilart.com. Since I focused my time working on this game on learning Unity, it is lacking in level design, and the three game modes are very simple, each just spawning enemies over time. I learned a lot from making this game and it made me confident to keep using Unity for future projects. 

Controls:

  • Press 1, 2, 3, or 4 to select your character while in the character select menu, and C to view controls. 
  • Press escape at any time to return to the main menu. 
  • Press 0 to restart while in game.
  • Left click: primary attack
  • Right click: secondary attack
  • Left shift: special ability
  • Space: ultimate ability
  • Use the mouse to aim abilities with the reticle.
  • Some abilities may be extended by holding the input down. 
  • Attacks and abilities have cooldowns, shown in the bar at the bottom of the screen

Characters:

  • Ninja:
    • Primary throws knives, a simple long range projectile. Secondary throws short ranged, piercing shurikens. Special is a fast dash in the direction of movement, useful as an escape option or to move in quickly on an enemy. Ultimate is a flurry of throwing knives, hold space to prolong the ability, but you cannot move during it.
    • The Ninja is designed to be very simple with a focus on mobility. The dash is versatile and pairs well with the ultimate that forces the player to stay still.
  • Robot:
    • The Robot utilizes nanobots for all of its abilities. It can store up to four, and they regenerate over time, appearing over its head. Primary will quickly shoot out nanobots, and Secondary will fire all nanobots in a spread. Special will instantly refill all four nanobots. Ultimate enhances the nanobots such that the next eight shots will be larger, deal more damage, and pierce enemies.
    • The Robot was designed with the idea of having a resource to manage: the nanobots. Its two attacks use this resource, and the two abilities interact with it differently. This leads to playing this character differently than the others, since the player has a resource as well as ability cooldowns to pay attention to.
  • Holo:
    • Holo's most unique ability is Special: it creates a hologram of Holo on the player's cursor, and the hologram will then mimic all of the player's attacks and abilities. Primary is a simple mid ranged projectile, Secondary is a close range burst that stuns enemies. Ultimate is a strong laser beam that can be extended by holding space, but you cannot move during it.
    • Holo was designed around the concept of copying abilities. I wanted to explore this idea, so I made Holo have simple abilities made with the clone in mind. The clone can be used to double your damage output, reach areas you otherwise couldn't, or even block enemy projectiles.
  • Bomber Bob:
    • Bomber Bob has projectiles that pack more of a punch, deal splash damage, and have longer cooldowns. Primary is a simple grenade that explodes after a short fuse, or on contact with enemies. Secondary is a remote bomb that deals damage and pushes enemies or yourself away, so it can be used for mobility or damage. It detonates after a short time, hitting an enemy or wall, or by reactivating Secondary. The farther the player's cursor is, the farther it will go when thrown. Special places a small bomb guy that will move in a straight line until hitting a wall or enemy, dealing large damage in a radius. Ultimate is a fast missile-bomb, dealing massive damage to nearby enemies.
    • What makes Bomber Bob unique is that all his abilities deal damage in a radius around them. I wanted to experiment with a more explosive character, that can deal high burst damage to a crowd of enemies. His remote mine is also unique, since it applies a force to enemies or himself, allowing for very interesting movement options. 

Enemies:

  • Blobs are the regular enemy in this game. They move around the arena and will shoot projectiles after a small wind up time. There are different types of enemies, differentiated by their color. To be color blind friendly, unique blob projectiles each have a distinct shape to be easily recognizable. Each enemy type is very simple, with just one mechanic or stat about them differing one from the other. This is meant to lead to emergent behaviors, where pairing any two different types leads to unique threats.
  • Green: Default enemy, average health and damage.
  • Red: Stronger than average projectile, dealing increased damage. Projectile is visibly larger.
  • Lime: Shoots a spread shot of three projectiles, each with decreased damage. Projectiles are visibly smaller.
  • Yellow: Shoots a fast, hard to dodge projectile. Projectile is thinner.
  • Orange: Orange, square projectiles, slow the player's movement. Slightly decreased damage.
  • Cyan: Cyan, diamond projectiles, stun the player briefly. Slightly decreased damage.
  • Purple: Purple, squiggly projectiles, "silence" the player, making them unable to use attacks or abilities. Slightly decreased damage.
  • Blue: Blue slimes have a shield, increasing how much damage they can take.
  • Pink: Pink slimes have twice as much health as other slimes.
  • Rainbow: Rainbow slimes are rare, and shoot projectiles of any color all around them. They have extra health and a shield as well. They are worth twice as much gold as other blobs.
  • Titan Blobs: Titan blobs are much bigger, have more health, and shoot all around them instead of in one direction. They can be of any color, including rainbow, and are worth twice as much gold as other blobs.


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