Paratroopers: Have a play and throw us your ideas please

In an unusual move I’ve released a bare-bones prototype of a game (embedded after the jump), with the sole aim of hearing your feedback on it.

You control a cannon. Characters are descending from the sky in an attempt to bust-up your base below. If too many get down it will be Game Over (although not in this prototype) as they bash through your base. Right now the thinking is that you are supposed to “juggle” them off-screen rather than killing them.

Don’t be swayed by the soldier sprite, or title of the prototype. In actual fact we may go for something totally different aesthetically. Here is a concept sketch Ilija did. It shows where the characters could go graphically.

The idea being if you hit the baddies on the head, they “die”. It is their weak spot.

So please have a play and throw your ideas at us in the comments! Ideally focusing on where we could take the game play (the Recycle Bin?)

Posted on January 19th 2011 at 12:03 am by .
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  • Anonymous
    January 19th 2011 at 12:18 am

    Love the art style. But what else were you intending to put into it? The art/theme direction may determine a lot of what you could do.

  • Terry Paton
    January 19th 2011 at 12:18 am

    Love the art style. But what else were you intending to put into it? The art/theme direction may determine a lot of what you could do.

  • January 19th 2011 at 12:30 am

    i was frustrated that my cannon would not angle obliquely enough to aim at the guys at ground level.

  • January 19th 2011 at 12:49 am

    I believe you should be able to remove the art element from any game, and still have an enjoyable experience, even with simple boxes and circles. This post was really to see if anyone had some ideas on where to take the game on a game play level. Once that is decided the style can be fitted around it.

  • January 19th 2011 at 3:51 am

    I like to think I have pretty good eye-hand coordination, but it was too difficult to aim at incoming troopers. 1) Balls were too slow 2) If they were actually using parachutes and therefore going much slower (and being able to make them “drift” away) then I think it could be fun 3) There also needs to be a way to get them off my base once they’ve touched down >:( Maybe a “quake” thing that bumps them off, Mario-style, at the risk of increasing damage already done to the base.

  • January 19th 2011 at 9:16 am

    Personally I feel that you need some kind of ‘explosion’ when the ball hits a trooper, which would cause a repulsion area (the closer they are to the explosion the more powerfull the repulsing). Anyway, thats just my thought :) Looks good though!

  • January 20th 2011 at 7:17 am

    When I read the title, I thought you were referenceing the 1986 type-in which appeared in Compute!. Probably most people won’t make that mistake. :)

    It might be interesting if instead of being a physically modeled, the tiles at the bottom- the roof over the presumptive base, were bricks as in breakout, rather than being battered around by the paras. As is, it seems that when they break through they take all three tiles in a column at once. This also would create a mechanism to remove the paras below the cannons minimum deflection. (Perhaps they blow themselves up, and in blowing up destroy the tile?)

    I think the exploding shot/repulsion effect idea is a good one too.

  • O_Boy
    February 6th 2011 at 8:20 am

    I liked vonWolfehaus comments.

    But just to add another non-art related comment to the page, I’ll spew my thoughts. I think if you give the enemies parachutes, shooting should cause them to fall to their death. So now you have an extra way to kill, as per knock off screen, hit and rip the chute. Also, I assume they will have drills or little explosives they have to setup–if this is the case, maybe there is an alternate form of firing that involves ground level units. With this in mind, the player would have to decide whether to use the version of fire for ground or air units. Hopefully, the feedback isn’t totally useless and good luck with making the game.

  • October 27th 2011 at 5:38 pm

    As others have alreasy mentioned, it’s too slow. It feels sluggish. I believe it would feel more fun if the enemies – when hit – flew out of the screen at high velocities (or maybe disemboweled or blew to tiny pieces – asteroids?). O_boy’s idea with perforating enemies’ parachutes is also nice.

    And I didn’t like that my bullets collided with each other.

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