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Thread: Game Prototypes I've Made
04-02-2012, 01:04 PM #1
Game Prototypes I've Made
So I'm trying to get back into making games after the disaster that was my top down ultra violent shoot shoot bang bang game (gorehounds, for short). Long story short, spent bout three years working on this only for it to become something with a lot of promising concepts, but lacking execution.
To offset it I'm pushing out some prototypes, seeing whats fun, and looking for some new directions. I'm also going to need some playtesters for these. So here they are! Most of these you can F1 for some extra info on controls or whatnot.
I actually did this for a project when going to art school. Move with arrows, space to boost, hold shift near radios to explode them into awesome music. go to the lower right corner for another level.
Drop seeds to create different kinds of plants. then set them on fire. all to the sound of some chopin. bit of slowdown on this one.
Pong/breakout multiplayer combination. 2 players only. Reach 10 points first, or hit the gem in the center to win.
Multiplayer missile command game. Destroy enemy cities with offensive missiles, destroy incoming missiles with defensive missiles. Destroy all enemy cities to win.
Random Name Generator
Not really a game. Just hit a button to create different combinations of first and last names, with middle initials sometimes. Might be used in some kind of Cannon Fodder esque game.
04-02-2012, 01:11 PM #2
That other game that ruined me is here, for the curious:
a top down shooter with a story, arcade, and survival modes, multiple characters who play very differently, and zombie things. you can also cause out of control fires that burn down forests, always fun. a few levels also randomized different aspects such as enemy placement, for variety.
includes music by chiptune artists the videogame orchestra, rushjet1, atmosphere merchant robad pills (also featured in the above Sanctuary), and of course a hint of Nine Inch Nails' Ghosts.
06-04-2012, 02:42 AM #3
Really interesting stuff.
What was so bad about gorehounds?
06-04-2012, 08:26 AM #4
06-04-2012, 11:18 AM #5
Hmm feature creep...maybe you should try and look at the core enjoyment of your game and work at that and try to make a perfect game with that core enjoyment. I can say loads of artists make the problem of wanting to put in many cool things and loosing the original idea for the game.
06-04-2012, 12:24 PM #6
Pongout is bloody genius. A bit rough around the edges, but stellar concept! How has nobody done that before?
07-04-2012, 09:01 PM #7
The problem is that I'd like the characters to still feel unique, and that its hard to muster up motivation to make YET ANOTHER twin-stick top down shooter. I get the feeling people are sick of that.
07-04-2012, 09:05 PM #8
And yeah, I thought it was weird that no one had done that, although I'm sure someone has somewhere on the remote reaches of the internet.
Missile Command I thought was a great starting point for a 2-player game though (that's what I'm trying in WINTER). Still working out that one as well, I'm not much for programming logic.