Posted May 29, 2025 by badwolf519
Cannonball: Instrument of Ares is a 2D cannonball-based puzzle game in which YOU control the angle of the cannon and power of the blast to avoid obstacles and complete each level objective.
Controls:
Features:
Gameplay:
The core gameplay consists of setting the cannon's angle and power level to fire to cannonball to complete the level objective. Each level has a varying way to complete it with different obstacles and win states.
Cannon
The cannon moves both up and down to change your angle.
You can also change your power level, letting you determine how strength of the explosion.
Cannonball and Bucket
The core gameplay is firing the cannonball and landing it in the bucket.
Target
Another gameplay element is the target which can trigger different actions, such as dropping the red ball.
Game Screenshots:
Main Menu
Level Select
Help
Level 1
Level 2
Level 3
Level 4
Level 5
Level Complete
Original Concept:
I’m developing a 2D cannonball-based puzzle game consisting of 5-10 levels of various obstacles in which you control the angle of the cannon and power of the blast to complete the level objectives. I’m cloning the gameplay of flash game ‘Cannonball Follies 3: Cold Front’ while expanding upon it with new concepts and level designs in a paper cut out style.
The game will incorporate powerups, obstacles and different cannonball types while increasing the level of difficulty as the game progresses. The levels will have different completion states such as destroying targets, landing the balls in set locations and completing trick shots.
Original Backstory:
After years of missing targets, a worthless abandoned cannon adrift at sea DEVELOPS SENTIENCE! Now fully in control of its destiny after divine intervention from Ares, the God of War, the cannon takes action into its own hands.
Execution:
2D cannonball-based puzzle game:
I feel strongly that I accomplished this, my version has all the core elements that I was trying to emulate from ‘Cannonball Follies’, the game I was cloning.
5-10 levels of various obstacles:
My game comes in at 5 levels, just within my planned amount.
Control the angle of the cannon and power of the blast:
I had this working early on and feel like I have a great balanced control scheme and power level for the cannon.
Expanding upon (the original) with new concepts and level designs in a paper cut out style:
I didn’t address the game with new concepts. I was planning on doing that with powerups and new obstacles. I only found the development time to clone and mashup levels from the original game. With more time I feel like I would have accomplished this task.
I also early in the development process switched quickly to a pixel art style since I found the barrier to entry for doing pixel are much lower and easier to complete in my time frame.
The game will incorporate powerups:
Did not get to the point where I had time to develop powerups unfortunately.
The game will incorporate obstacles:
I feel like the newer levels I have developed have shown some variations in the obstacles and level completion conditions, with mixing some level ideas from the original together and making them in my own way.
The game will incorporate different cannonball types:
Did not get to the point where I had time to develop powerups unfortunately.
The levels will have different completion states such as destroying targets, landing the balls in set locations and completing trick shots.
Throughout my five levels I developed different ways the cannonball needed to be aimed, shot and interacted with the various objects to complete each level. I feel like I achieved this goal.
Back Story: I did not get to the point where I could have the time to implement some of the story elements into the game, which directly relates to the subtitle. However, having a strong and clear idea of the game world helped with developing the overall creative identity of the game.
1. Game Objective
2. Controls
3. Visual Design
4. Gameplay Enjoyment & Challenge
5. Camera System
6. UI
7. Scoring System
8. Sound
9. Level Design and Introduction of Mechanics
10. Ball Physics and Cannon Power
Feedback Summary:
The feedback from my Week 12 testing session was largely positive and valuable. It led to finding a UI bug, clearer objectives in level three and additional levels while improve the pace of the difficulty progression. The feedback about sound was taken on and addressed. The positive response to elements such as the controls, visuals and gameplay confirmed that many of my initial design choices were well thought out and planned well.
Sprites:
Cannon by Nicolaspla77 - https://nicolaspla77.itch.io/can
Health Bar Asset Pack by Adwitr - https://adwitr.itch.io/pixel-health-bar-asset-pack
Pixel Art GUI Elements by Mounir Tohami - https://mounirtohami.itch.io/pixel-art-gui-elements
Background:
Moon and Sea Pixel Art Background by CraftPix.net -https://opengameart.org/content/moon-and-sea-pixel-art-background
Clouds by Brett Sayles - https://www.pexels.com/photo/clouds-1431822/
Fonts:
Horizon Wide Sans Serif by Fontense - https://creativemarket.com/fontense/2189003-Horizon-Wide-Sans-Serif
MinimalPixel font by Mounir Tohami - https://mounirtohami.itch.io/minimalpixel-font
Code:
Infinite Parallax Scrolling Background Code by Game Code Library - https://www.youtube.com/ watch?v=AoRBZh6HvIk
Sound Effects:
8-Bit Cannon by DeVern - https://freesound.org/people/DeVern/sounds/517664/
Video Game Menu Click Sounds by Not_Amasingrock - https://pixabay.com/sound-effects/video-game-menu-click-sounds-148373/
Music box wind up by Pastabra - https://freesound.org/people/Pastabra/sounds/366152/
Generative AI was used to assist and create portions of the code for the game scripts.
Open AI’s ChatGPT was the primary Generative AI used. All code was hand edited, some less than others.
The following are links to transcripts for transparency.
https://chatgpt.com/share/68382215-b578-800c-8d17-1014e8124934
https://chatgpt.com/share/68382232-ab38-800c-8a7d-9678f8328f72
https://chatgpt.com/share/68382246-c134-800c-9986-edab5ce7d03a
https://chatgpt.com/share/6838225f-5b60-800c-b864-26af2b3d9056
https://chatgpt.com/share/683822a9-c1f4-800c-87d2-1b664b02bc19
https://chatgpt.com/share/683822b7-09b4-800c-a77f-84cc9eff8022
https://chatgpt.com/share/683822d1-0720-800c-a20d-8569cfaf45a4
https://chatgpt.com/share/683822df-15b0-800c-90d2-6196594f6b52
https://chatgpt.com/share/683822ee-a1b8-800c-8bc9-f10dc849bb65
https://chatgpt.com/share/6838230e-9b40-800c-8ec9-2df582bc178d
https://chatgpt.com/share/6838233c-1510-800c-8b28-3c24ed470e7d
https://chatgpt.com/share/68382349-c800-800c-a6df-e9c1e8f9a396
https://chatgpt.com/share/68382360-fb20-800c-8297-a14a379a9ee6
https://chatgpt.com/share/683882fa-d00c-800c-851d-ec149018318c
Club Penguin (Web) [Video game]. (2005) . Disney.
Purup, M. (2007) Tank Trouble (Web) [Video game].
Snubby Land. (2008) The World's Hardest Game (Web) [Video game] Armor Games.
Cannonball Follies 3: Cold Front (Web) [Video game]. (2007) . Cartoon Network.
Cannonball Follies (Web) [Video game]. (2005) . Cartoon Network.
Esposito, B. (2018) Donut County (PC) [Video game]. Annapurna Interactive.
Robinson-Yu, A. (2019) A Short Hike (PC) [Video game]. Whippoorwill.
Little Inferno (PC) [Video game]. (2012). Tomorrow Corporation.
Jones, C. (Director). (1955). Rabbit Rampage [Film]. Warner Bros.
Orama Interactive. (2024). Pixelorama (Version 1.0) [Computer software]. https://orama-interactive.itch.io/pixelorama
Igara Studio S.A. (2024). Aseprite (Version 1.3.7) [Computer software]. https://www.aseprite.org/
Image-Line Software. (2024). FL Studio (Version 2024.2) [Computer software]. https://www.image-line.com/