Concept update
So, i made a game, and this time, i published it.
I knew my game isn't special in any way. I've copied the concept from another itch.io game. And i didn't even implement it properly: my game doesn't have much of a game design, levels, or any goal for the player to pursue. Long story short, even i got bored from sessions longer than 10 minutes.
Since then I've thought a lot about how to make my game unique and better. The major flaw (in my opinion) of the concept-source-game-i-mentioned is the lack of longer campaign. I did enjoy it a lot, even played the whole campaign several times (including the second version), but having only 8 levels gets boring after some time. (The developer did try to solve it with level editor, but i couldn't find any community to get new levels)
Honestly, nether level design nor implementing a level editor and saving/loading levels from files are easy tasks. But my game has more than one flaw, so while i am not scratching the idea of making levels, they will be left for another day.
One day i actually got an unique idea of what i can do different from the other slow-motion games. I could add a strategy element by letting you control more than one soldier. Controlling a whole team is common for turn-based games. They let you decide what shall every soldier so and your task is to plan a winning strategy. But my game is so dynamic that it doesn't let you do anything while in pause.
The initial plan was to let you select the aim target and the movement of your soldiers. Definitely sounds like a good plan. Or so i thought, until i noticed that this will make the game pretty hard to play and slow to progress. I've got some ideas of how to fix this, but most of them were gonna take some time, which i don't really have right now (got exams, school, etc).
Actually, i wouldn't have done any update today either, but my game got its first comment. It praised the concept and then stated how inconvenient is it to have to reload the page to play again once your soldier is taken down. I did know about this, but delayed fixing it, as it wouldn't be necessary once you get to control a whole squad. But delivering fixes too late is as bad as not delivering them.
And that's why i decided to quickly implement only the part where you get to control another soldier from your team. You're free to check how did it went. Go and play my game! :D
I'm not used to writing, and this dev-log is more like a blog post, but i hope you enjoyed reading it.
P.S. That comment also stated that the game is hard to play due to bullets being too fast. While that might be true, I'm not much of a game designer, and that's the configuration of the game I got used to. Also, bullets are quite fast in reality as well, so you should get used to being shot down once you get aimed at with a loaded weapon.
Meanwhile, letting you control an infinite squad of soldiers will eventually make you consider losing one soldier not a big deal.
Extra: I added some bonus soldiers spawning once every few waves, so you get a little variety.
Files
Slow Motion Warfare [Prototype 1]
A prototype of 2D time-controlling top-down shooter.
Status | Prototype |
Author | AzCraft |
Genre | Shooter |
Tags | 2D, Singleplayer, time-control, Top-Down, Top down shooter |
Accessibility | Textless |
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