Controls:

Hold down mouse button to shoot and aim, drag for a more powerful shot.

Goal:

The goal of the game is to shoot the ball into the portal with as little shots as possible.

Sources:

Background:

Scrap Pirates(28/05/2015). Space Parallaxing background. Mymblemomements. https://mymblemoments.wordpress.com/category/game-design/design-projects/scrap-p...   

Moon:

Istock(n/a). Impact Craters on the moon. Tribute India.  https://www.tribuneindia.com/news/schools/researchers-identify-over-109-000-impa... 

Hole:

Anh Phan(n/a). Astronomy. Pinterest.  https://www.pinterest.com.au/pin/722335227710731209/ 

Golf Ball:

dzika_mrowka(n/a). Giant Start. Getty Images. https://www.popularmechanics.com/space/deep-space/a60139984/betelgeuse-defying-a... 

Space Mono font:

Colophon Foundry(n/a). Space Mono. Google Fonts. https://fonts.google.com/?query=Colophon+Foundry 

Black Holes:

Nintendo, Hal Laboratories.(n/a). Marx's Black Hole. Spriters Resource

https://www.spriters-resource.com/download/57300/

Missile:

CHENXIN(n/a). Red Spaceship. Pngtree. https://pngtree.com/so/2d-spaceship 

Earth:

DesignbyTheresaCarr3.(08/06/2011). 2-D planet earth illustrator. deviantart.

https://www.deviantart.com/designbytheresacarr3/art/2-D-planet-earth-illustrator... 

Tripwire:

n.a.(n/a). Red spuare icon. iconsdb.

https://www.iconsdb.com/red-icons/square-icon.html 

Generative AI:

I did not use Generative AI during this assignment


Features:

Core:

Ball aiming and shooting

Ball aiming line

Ball sunk

Ball reset

Ball stopping

UI:

Title screen with level select

In-game UI

End of level text


Level 1:

Functionality

Level 2 – Black Hole
2 Functionality Sucks the ball towards it, and is fun to play.
1 Visual style sprite-sheet animation.
Level 3 – Maze Level + Cinemachine
3 Tilemap Level is created with a Tilemap.
3 Cinemachine Camera follows ball in this level.
Level 4 – Doorway Triggered by Hits
3 Doorway Disappears after being hit 3 times by the ball.
2 Visual Feedback Doorway gets redder and redder on each hit..
Level 5 – Checkpoints
3 Checkpoints Disappears after 3 checkpoint objects have been triggered.
2 Visual Feedback Each checkpoint changes coloured after being hit.
Level 6 – Doorway Triggered by Tripwire
2 Doorway Disappears when another object (NOT the ball) intersects the tripwire. Reappears if the object is no longer intersecting the tripwire (1 mark).
2 Visual Feedback

Line renderer representing tripwire (1 mark), and changes colour when tripwire is intersected (1 mark).

Level 7 – Sticky Walls
3 Ball stops moving when it hits a wall
Level 8 – Homing Missiles
3 Turret Aims at player (1 mark). Fires rockets when player is near (1 mark), once every second (1 mark).
3 Missiles Seeks the player (2 marks). Graphics rotate toward the player (1 mark).
Level 9 – Free Choice
2 Playability  

 
2 Functionality  
Level 10 – Free Choice
2 Playability  
2 Uniqueness  
2 Functionality


StatusReleased
PlatformsHTML5
Authorobconnor
Made withUnity

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