Posted May 31, 2024 by F e z
The final implementation of Super Survival largely stays true to what I laid out in the initial concept document. There are a couple differences though.
Firstly, there are a few less features. In the concept document, I talked about facing different enemy types that ‘pose a unique threat to the player’. I also emphasised the different superpowers that the player would have access to. In the final submission of the game, there are only two powers – the ability to fly, and to use laser vision. There’s also really only one enemy type.
This difference between what was initially planned and what was included in the final implementation was not a design decision, I just ran out of time. In hindsight, being more intentional about planning and mapping out the different stages of development could’ve given me the room to think about including additional gameplay features. Further updates to the game are definitely being considered.
The second difference from the concept document is the art style used in the game. The original intention was to imitate old comic book art – instead the game primarily uses pixel art. This decision was made out of convenience (and again, time concerns). I have little experience making graphics, but I’ve made some pixel art before. The game does use clear distinct colours and outlines for the art, so the comic book inspiration wasn't completely neglected.
Note: No AI was used in the making of this game.
Week 12 testing feedback
The week 12 testing session mainly helped to gauge player's general feelings when playing the game. Players were asked what they liked and disliked about the game, and if they had any other thoughts or feelings about it. Some trends were:
Likes
Dislikes
Some changes were made with this feedback in mind. The laser beam was given an animated sprite. Robots now play an explosion animation on death. These changes aim to make fighting and destroying the robot enemies more satisfying and engaging.
An ‘overheat’ meter was added, making it so that the player can’t use the laser indefinitely. They are forced to fly and dodge at times, which both makes the gameplay less repetitive and leans into what people enjoyed about the game – the flying mechanic.
Finally, the laser beam deals ‘splash damage’ to enemies near the target, making it require a less precision to aim than before and hopefully addressing some of the difficulty in using the controls.
Assets
All assets that are not attributed to a third party were created by me.
Art
Textures for the following were used:
Fonts
Scripts
Prefabs
Some other stuff
User guide
Title:
Super Survival
Controls:
WASD – regular movement
Right click – flight
Left click – shoot laser beam
Gameplay description:
The player must survive as long as possible while being chased by ever-increasing swarms of robot enemies. The player can ‘fly’, allowing them to move much faster than normal, but disabling laser beam functionality.
If the player is touched by a robot, they lose health from their health meter (bottom right of screen). The player’s health slowly refills.
As the player shoots the laser beam, the meter in the bottom left drains. When the player stops shooting, the meter refills. If the meter drains completely, there will be a brief period where the player’s laser vision ‘overheats’ and cannot be used any longer.
‘Totems’ will regularly appear around the map. These totems produce robots. The player can destroy these totems with the laser beam, preventing more robots from being spawned.
As the game goes on, the totems will respawn quicker and quicker, and the robots will increase in movement speed, making things more and more difficult for the player.
Main game screen
Main menu
Best times screen
End of game, when a new top time is recorded
Regular end of game screen