Triple Threat

by rylgh
Overall★★★★★★★★★★3.40
Fun★★★★★★★★★★3.22
Innovation★★★★★★★★★★3.72
Theme★★★★★★★★★★3.00
Graphics★★★★★★★★★★3.19
Audio★★★★★★★★★★2.83
Humor★★★★★★★★★★1.47
Mood★★★★★★★★★★2.68
Coolness★★★★★★★★★★88%

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.

CONTROLS:
PLAYER 1: arrow keys
PLAYER 2: WASD

NOTES:
- 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

Comments28

Yngar
Yngar27 Aug 2012, 04:03
I liked it a lot. I will have to bookmark it for when I have people over. The style was really cool.
robcozzens
robcozzens27 Aug 2012, 04:22
Pretty cool idea. A little tough to keep track of that many things moving around at once though.
Sgt Squirrelly27 Aug 2012, 04:23
Really liked the methodical pace. It's almost like a puzzle/shmup.
thewiseguy9928 Aug 2012, 04:18
Bit crowded but I thought it was extremely challenging. I liked it.
nseward
nseward28 Aug 2012, 06:37
I have never seen anything like this. Great job.
axcho
axcho28 Aug 2012, 06:38
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
SimianLogic28 Aug 2012, 06:41
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).
Kinokochan28 Aug 2012, 20:02
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
diki28 Aug 2012, 20:19
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&Code30 Aug 2012, 00:39
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 :)
jovoc30 Aug 2012, 05:09
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
dengzo30 Aug 2012, 13:08
good stuff!
rylghauthor31 Aug 2012, 07:18
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
Gryxitl31 Aug 2012, 07:24
Really liked it. Having to keep track of all that was great!
Hatsun31 Aug 2012, 08:05
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.
rylghauthor31 Aug 2012, 16:04
@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.
goffmog
goffmog31 Aug 2012, 23:54
This is a really good idea!!! And nicely presented too.
Wampus
Wampus1 Sep 2012, 00:06
Clever idea. I imagine it could've worked well as a mini-game embedded in a larger whole.
BrothersT
BrothersT1 Sep 2012, 00:58
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
DBRalir1 Sep 2012, 01:40
Very awesome,
DBRalir
DBRalir1 Sep 2012, 01:42
Sorry for double-comment (submitted on accident), I was going to add +1 for grid-aligned movement.
Porpentine1 Sep 2012, 10:14
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.
rylghauthor1 Sep 2012, 18:52
@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: http://ryleighkostash.com/work/triplethreat/TripleThreat_GRIDMOVEMENT.html
gritfish
gritfish2 Sep 2012, 00:44
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
AuxiliumGames2 Sep 2012, 05:37
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
Jorjon2 Sep 2012, 06:19
It was very nice. I really like your art direction. The controls seems smooth enough. The "upgrade" part was rather confusing.
lekochen
lekochen9 Sep 2012, 01:43
Great concept. Love it!

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