Been working on the infinite runner a little more; I added a new stage for escaping the lab (which I’d like to also use in the tunnel sequences) and fixed up the dogfights a little more (I may scrap them and replace them with a Space Invaders sequence instead though). It also has a cute little menu and the staging system was rewritten to allow nicer transitions between stages.
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Unfortunately, I’ve started yet another project, this time a (hopefully) quick infinite runner. You play as an alien weaving through a canyon while being chased by people. The game is broken into two distinct stages, first weaving through the canyon, trying to collect as many nuts and bolts while avoiding the walls, then a dogfight with aeroplanes. Use the WASD keys to move, and space to shoot.
While designing the game, I attempted to simplify the movement as much as possible. Games like subway surfers make it difficult to move between far lanes, however distinct lanes seem to make games easier feel more polished. This game allows movement to any lane with a single gesture, and tries to reduce diagonal movements. I tried to keep things feeling digital/retro by having the enemies move and fire in distinct patterns, which also seems to simplify gameplay.
These releases were roughly daily, progress slowed pretty heavily after the 4th release:
I’ll be working with Rosie to get the graphics looking much nicer and flesh out the gameplay some more, but I’m still unsure where to take it. Please feel free to post any ideas!