Neon Miami
Welcome to Neon Miami!
This is a game I made for a class in sophomore year. It's something of an homage to TF2 Rocket Jumping, and it's definitely tailored for players who are into that sort of thing. It has a pretty simple and vague aesthetic, but I'm pretty happy with it.
You can download and play it here: https://jack-morehart.itch.io/ms17
Design Notes:
I wanted this game to have a strong fundamental mechanics that guide the player into an enjoyable experience. The rocket launcher and rockets especially are tuned to provide nice positive feedback loops designed to encourage the player to close the distance to the enemy. Rockets are difficult to aim at longer ranges, and provide more ammo on kill, allowing the player to jump into a fight, kill an enemy, and then either chain the free rocket into a longer combo, or take the opportunity to jump away from danger.
The enemy weapons are designed to be avoidable while moving quickly, further rewarding a close paced and frantic kind of gameplay.
The verticality and separation I designed into the levels provides players a significant advantage; I use it to set the player up for an exciting 'death from above' style play, or offer it as a respite between challenging sections.
The pink laser beams have three jobs; to reward accurate rocket jumps, to add a sense of midair depth that the stars and faraway buildings don't provide, and occasionally to draw the player's attention.
The game is quite difficult for people not used to quake/tf2 style rocket jumping, and has a couple bugs, but it's probably my favorite game that I've made gameplay wise.
I wanted this game to have a strong fundamental mechanics that guide the player into an enjoyable experience. The rocket launcher and rockets especially are tuned to provide nice positive feedback loops designed to encourage the player to close the distance to the enemy. Rockets are difficult to aim at longer ranges, and provide more ammo on kill, allowing the player to jump into a fight, kill an enemy, and then either chain the free rocket into a longer combo, or take the opportunity to jump away from danger.
The enemy weapons are designed to be avoidable while moving quickly, further rewarding a close paced and frantic kind of gameplay.
The verticality and separation I designed into the levels provides players a significant advantage; I use it to set the player up for an exciting 'death from above' style play, or offer it as a respite between challenging sections.
The pink laser beams have three jobs; to reward accurate rocket jumps, to add a sense of midair depth that the stars and faraway buildings don't provide, and occasionally to draw the player's attention.
The game is quite difficult for people not used to quake/tf2 style rocket jumping, and has a couple bugs, but it's probably my favorite game that I've made gameplay wise.