Neon1
Neon2

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Neon Annihilator

2017

Summary

A single player top down shooter in which the player guns down an ever growing army of neon shapes.

Neon Annihilator was a solo project made in eight months using Unity.

What Went Well

  • The game was conceived as a low scope project that would yield a passing grade and close out my senior year with low stress.
  • Neon Annihilator was well recieved in testing and release.

What Went Wrong

  • Enemy behavior and feedback leave something to be desired.
  • Simple gameplay betrays complex systems, such as the infinitely expandable enemy wave manager.

Process and Post Mortem

Neon Annihilator was designed with heavy influence from geometry wars. Most important to me were the quick gameplay and heavy UX. When designing things like the core loop and player controller I wanted reasons for the player to move around the map. This included moving obstacles in the center of the map, enemies that fill the corners of the level, and multiple spawn locations for powerups.

This game was conceived with two primary goals in mind: pass the class and make a portfolio piece. It not only received the expected passing grade but the lower scope allowed me to tune the game into something that was fun to play if not especially innovative.