Disorient
Description: You have found yourself in a dungeon of sorts. Find your way out. Try not to die before that happens.-Rough Mockup-
(Those circles don't quit.)
Core mechanics:
- Randomly generated dungeon
- 360-degree mouse-directed shoot-em-up action
- Swarms of enemies
- Hidden rooms, keys, limited ammunition, exploration
- Perma-death! (One life.)
Idea: I wanted to design a cross between a shoot-em-up and an adventure game. Think: The Legend of Zelda, Gauntlet, and Smash TV. Ideally something that rewards accurate shooting and spacial awareness. This was originally going to be a realized as a multiplayer adventure. Cutting the networking aspect seemed appropriate given the reduced timeframe.
MOST IMPORTANT GOAL:
DO NOT END UP LIKE THIS AGAIN |
I like having a Roguelike with a concrete objective (and Gauntlet was my favorite game for many years!)
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