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
What Went Wrong
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.