Development Process


The idea for this game was inspired by the conventional and traditional 2D spaceshooter games. However, my ideal for my own spaceshooter inspired game inclines more towards  the explorations of  more challenging and addictive gameplay experience. Therefore, on top of the conventional movement of the player, I reengineered the movement controls to focus heavy emphasis on the jumping control, as my shooter is  a vertical platformer configuration. Instead of implementing a constant boost, I designed the jumping controls to be consecutive with cooldowns to prevent the player from spamming to dramatically thrusts upwards. This active control in results force the players to invest efforts and considerations onto the maneuvering of the character constantly. In addition, to further amplify the challenging aspect of the game, the essence of multitasking and uncertainty are called upon. Thus, I designed the aim and shoot mechanisms in the way in which the crosshair is in constant rotation, with a slow weapon fire rate. 


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