August 24th-27th 2012 :: Theme: Evolution

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Triple Threat

by rylgh - 48 Hour Compo Entry

****** 2-PLAYER GAME ******

Okay, I made a 1v1 iPad game that works pretty well on computers, besides the vertical resolution. I probably shouldn't have spent so much time working on touch controls during the compo though...

Anyway, your units 'evolve' with new attachments as the game goes on, and your strategy for controlling your squad 'evolves' as their capabilities change.

The winner of each of the first 3 rounds gets first choice of items. The winner of the final round wins the game.

PLAYER 1: arrow keys

- Bumping into other units locks up their controls temporarily, but does *not* hurt them, even though I totally made it look like it does.
- The items aren't vertically flipped for the second (top) player, so they'll have to do it mentally if they want to correctly predict what slot will be filled.
- If you can't see the whole resolution in the web build, try a downloadable version.

Tools used: Unity + RagePixel + CFXR + Garageband
Keywords: web, bullet-hell, bullet hell, shmup, multiplayer

Downloads and Links




Yngar says ...
Aug 27, 2012 @ 4:03am

I liked it a lot. I will have to bookmark it for when I have people over. The style was really cool.

robcozzens says ...
Aug 27, 2012 @ 4:22am

Pretty cool idea. A little tough to keep track of that many things moving around at once though.

Aug 27, 2012 @ 4:23am

Really liked the methodical pace. It's almost like a puzzle/shmup.

thewiseguy99 says ...
Aug 28, 2012 @ 4:18am

Bit crowded but I thought it was extremely challenging. I liked it.

nseward says ...
Aug 28, 2012 @ 6:37am

I have never seen anything like this. Great job.

axcho says ...
Aug 28, 2012 @ 6:38am

Cool concept - would have been nice to try playing against someone. Also, I had a hard time seeing the whole screen on my 1024x758 laptop...

SimianLogic says ...
Aug 28, 2012 @ 6:41am

I had more look when I had 1 bot left instead of trying to control just 3. I didn't realize it was 2 player until it said "Player 2 Wins" at the end (although it was surprisingly hard for not playing against someone else).

Kinokochan says ...
Aug 28, 2012 @ 8:02pm

Hey this is Jo! This was really intuitive, and a lot of fun!

It was easier to figure out than I expected. My laptop display is just a bit too small to show the full resolution for the web player, but that didn't impede gameplay and I could navigate just fine. I like that the dual keyboard controls mean you can play against either a friend or yourself.

Awesome work, Ryleigh!

diki says ...
Aug 28, 2012 @ 8:19pm

Nice game! I really liked the impossible mind-jumble of thinking up the most effective movements for the particular configuration at any moment, and how changing it every round 'shuffles the deck' each time :)

Cake&Code says ...
Aug 30, 2012 @ 12:39am

I would love to play this with some friends, it's really tournament worthy! The advantages you get are pretty cool and can be used really darn strategically. Nicely put together :)

jovoc says ...
Aug 30, 2012 @ 5:09am

Neat game. It was totally chaos trying to keep track of three ships at once, but the playfield was simple enough and the graphics clear enough that it worked. I wish there was a 1-player mode. Fun.

dengzo says ...
Aug 30, 2012 @ 1:08pm

good stuff!

rylgh says ...
Aug 31, 2012 @ 7:18am

Thanks for all the comments, people!
@SimianLogic: yeah, I guess it isn't too obvious that it's a 2-player game, I'll add a note to the description.
@Kinokochan & axcho: The downloadable builds seem to scale to your monitor size (at least the OS X one does).

Gryxitl says ...
Aug 31, 2012 @ 7:24am

Really liked it. Having to keep track of all that was great!

Hatsun says ...
Aug 31, 2012 @ 8:05am

I lost one of my tanks somewhere while the game was going on. I think it went off the bottom of the screen, hit something, and died. Pretty good, but I REALLY want to be able to control the firing in this game. I think it would also benefit from being snapped to a grid to help visualize the tank paths.

rylgh says ...
Aug 31, 2012 @ 4:04pm

@Hatsun: interesting, I've never seen any of them go off the screen...

In regards to not controlling firing, I primarily made this for iPad so I wanted to keep the controls as simple as possible. Also, I think it requires more planning this way, and has a fun 'I hope my gun fires at the right time' thing going.

The grid movement is something I was considering trying, thanks for reminding me.

Aug 31, 2012 @ 9:33pm

Great concept, really like this.

goffmog says ...
Aug 31, 2012 @ 11:54pm

This is a really good idea!!! And nicely presented too.

Wampus says ...
Sep 1, 2012 @ 12:06am

Clever idea. I imagine it could've worked well as a mini-game embedded in a larger whole.

BrothersT says ...
Sep 1, 2012 @ 12:58am

Nice, I see where you're going with this but I have no-one to play it with right now. I'm guessing it's quite hard to think about three different units with three different weapons at once though. Really nice concept though, not really seen anything like it before.

DBRalir says ...
Sep 1, 2012 @ 1:40am

Very awesome,

DBRalir says ...
Sep 1, 2012 @ 1:42am

Sorry for double-comment (submitted on accident), I was going to add +1 for grid-aligned movement.

Porpentine says ...
Sep 1, 2012 @ 10:14am

wow, nice job, this is very, how should i say, reflexively cerebral? there's a lot going on but at the same time it isn't overwhelmingly overwhelming, that is to say, it is bearably overwhelming because there's a gradient of control and success. love it.

rylgh says ...
Sep 1, 2012 @ 6:52pm

@Hatsun & DBRalir, RE: GRID MOVEMENT

I tried out aligning the unit movement to a grid and I think it's a fairly interesting issue so here're the (obvious?) problems with it:

Say you've got a unit who is currently moving up - if it gets an order to move down, it can of course obey immediately since it is already vertically grid-aligned. If it is told to move left or right, however, it won't be able to obey until it reaches the next horizontal grid-line, either above or below it.

The two problems that causes are that (1) now you've got a discrepancy between the speed of changing direction on the axis you're moving in (instant) and the speed of changing your axis of movement (variable depending on your position and unit speed). This leads to (2), which is that your units no longer move at the same time, because they might be different distances from a grid-line, because they move at different speeds.

(1) seems like a bigger deal, but both are not good things in my opinion. I think it's tough enough keeping track of all the stuff going on without introducing variably-delayed input. So while units moving on a grid definitely looks 'neater', I don't think it's worth it. If anyone has thoughts or can think of a better way of implementing it, I'd love to hear. And if you want to try for yourself, here's a test build with the grid-movement on:

gritfish says ...
Sep 2, 2012 @ 12:44am

Game was a bit too tall for my screen. Felt almost like a puzzle game trying to get shots lined up. Really quite addictive gameplay.

AuxiliumGames says ...
Sep 2, 2012 @ 5:37am

Cool idea, great music, and the graphics are very SNES :D Really like it, my only issue is (as a couple people mentioned already) it is slightly tall on my screen. I lose only a few pixels worth, but some. Anyways, great idea, and a great game!

Jorjon says ...
Sep 2, 2012 @ 6:19am

It was very nice. I really like your art direction. The controls seems smooth enough. The "upgrade" part was rather confusing.

lekochen says ...
Sep 9, 2012 @ 1:43am

Great concept. Love it!

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