MechaFrog A strange bullet hell tower defense hybrid in which you play as a robotic frog with an existential crisis. Started off as experimental programming practice, although I got a little carried away.
Bullet hell because there are going to be a gazillion enemies on-screen shooting a gazillion bullets at you. Tower defense because you defend yourself by placing turrets over the field. It’s just that you’re the tower you have to defend.
Official Site (Download Link)
EDIT (3/13/13): The game has been finished, and is available to play! The original first post content is below:
Story:The goal is to kill the lord of the flies that has overrun the frogs’ lake. Along the way, our little Mechafrog begins to question his existence, his purpose, and the meaning of all life itself.
Draws a lot of inspiration from absurdist theatre, which includes works like
Waiting for Godot and
Rosencrantz and Guildenstern are Dead. So elements like tragicomedy and surrealism are probably going to pop up sooner or later.
Art:I'm going for a smooth, digitally painted look for this game, mainly because it's the art style that I am most familiar with / can produce the fastest. Pixel art looks lovely, but takes me forever. I usually draw with thick, black outlines, but the backgrounds will kinda mess with that.
Here's some screens dump:
Everything that's green is friendly. Everything that's purple is an enemy. It's a mess right now.
Music:As with everything else in this game, I'm writing the music myself. The music right now is actually incredibly jarring paired with the plot and the art, as I'm more used to writing serious, orchestral, dramatic pieces. Like this one, for boss music:
http://soundcloud.com/beastamorphous/waterfallThe goal is to transition from orchestral to more techno and crazy beats as the game's plot becomes more insane.
This game is a solo venture right now; I'm doing all the code, art, and music, although I'll probably need to find sound effects somewhere.
I am writing this game in Game Maker: Studio, with the eventual intention of making it work on iOS / Android, so all controls will work using the mouse. This is also a very trial-and-error process, as I last used Game Maker for a project when it was still GM7, and quite a bit has changed.