A lovely time figuring out the arena mode mechanics


I originally was working on a top-down shooter mainly to iron out my shooting / movement mechanics and in the process of making collision effects when bullets collide with enemies and different materials, discovered these cool FX that i'm capable of toying with, however, I felt like designing the framework of my next larger project in Puff first.  I was aware that each game I make carries a different style but I never realized how much we focus our minds in order to create different genres.  This whole process of creating something, and bouncing back and forth between the new project and the old has given me a real light bulb moment of how each game can carry their own unique visual style and still remain loyal to the general design, carrying aspects from each into eachother.  Since creating a horror shooter is a lot different than a rainbow particle FX arcade game but there's something to learn in between making them both that if I can define more effectively I could use to effect game updates and future development.

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