
I am so happy I have found this place ! Place where people love and create shooters, which is really uncommon this days.
So, for more then 2 years I have been making different shooter prototypes.
Two of them are nearly finished full games, and here I am gonna present you one of them, Rocking Pilot.
Last year I released one game Sudden Aviator that had lot of flaws since it was my first shooter project.
For last 9 months I had a little pause from shooters because I was working for one video game company, but I am back now, and I want to finish what I started.
So below I am gonna explain what this game is about. Hopefully you will like it and I will get some feedback here that will help me make this game better. If this will work, I will probably continue to work on this forum with my future games, together with you.
Please, if you like or don't like something, let me know !


Genre : 2D arena shooter
Controls : WASD for movement, MOUSE for aiming, LEFT MOUSE BUTTON for shooting, RIGHT MOUSE BUTTON for activating special attack
This game is in development for more then a year now, I am designer and programmer, and my friends helped me with art and music.
Most of the game is finished, there is only few things left before I can release this game :
- tweak two weapons, design and add one more weapon, fix some missions and maybe add "quick challenges", difficulty balancing, survival level, art and animations for special effects, and two bosses.
The most important thing I wanted to have in this game is that player enjoys shooting and destroying, I wanted that he feels really powerful.
I was inspired mostly by shooters from Vlambeer and Metal Slug.
Trailer https://www.youtube.com/watch?v=3cbgJogGv9I
Few new screenshots :

: KEY MECHANICS :
AIMING - since most of the weapons fires lots of really fast moving bullets, enemies also move faster. Enemies are designed in way that player needs to make constantly decisions which enemy he wants to target. Since during level player constantly switches weapon ( cause weapons have limited ammo ), player never gets used to the same aiming skill for too long. With most of the weapons it's easier to aim if player is closer to enemy ( which is of course more risk ).
SAVING AND PICKING AMMO - if player constantly shoots he will run out of ammo really fast. This means he needs to if possible move around the screen to pick the available ammo ( that is dropped by enemies ) which can lead him out of the perfect route or can move him closer to edge where enemies spawn ( risk ). Ammo pick-ups fade out really fast, so it's not really possible to save pick-ups on the screen. So if player wants to pick ammo he usually needs to fly to spot where enemy was killed just after the kill, and ideally even before kill happened. In casual mode, ammo saving is not really problem because ammo doesn't spend so much. One idea I got is that I could make that weapons with higher upgrade level consume ammo faster. Since player upgrades weapons slowly as he progresses through the game, this will make that he will need to be careful more and more about spending ammo which is gonna slowly introduce this mechanic, from "easy" mode to "hard" mode. When player is out of ammo he can still use close ranged weapon - propellers. Note that spot where enemy was killed is not always free. Faster ammo fades away, more skill is needed in predicting future state of the arena.
Also, not all ammo is necessary, so player can decide not to pick up some.
PROPELLER - it is used for offense and defense. Offense usage of propeller is as close ranged weapon. When player moves close enough to enemy so that propeller is touching the enemy, enemy will receive damage over time. What will also happen is that propeller will start to shrink. This is added so that it's not too easy to use propellers. This way propeller can deal lot of damage which is satisfying, but also have limited time of usage. Propeller can be also used for defense, for deflecting enemies bullets, and also for blowing off poison gases. Propeller shrinks while player shoots, and spreads when player is not shooting. When fully spread, it can protect the player from small planes, and also from enemies missiles. During special attack propeller spreads few times more then usual, and it deals much bigger damage as well. Also, propeller will deal damage to player when touching electrified source like Tesla towers.
HEALTH - it's continuous so player can receive damage over time, for example from opponent's laser. It also regenerates slowly, and regeneration is faster when health is lower.
SPECIAL ATTACK - to activate it player needs to have amount of special energy. Special energy fills over time and it also fills a little when player picks ammo. Special attack can be activated when player have at least 25% of max special energy. When special attack is activated, propeller starts shining in golden color, and it quickly spreads much more then usual. More special energy player have, propellers will spread more, and they will also make more damage. So at 25% player can kill only really close enemies, but since damage is much bigger it can be still used to gain advantage or quickly defend from enemy attack. At 100% player can clear most of the screen specially if special attack is fully upgraded.
COMBO - multiplier affects the score player receives when he kills the enemy. For example if combo is x4, he will receive x4 more score then usual. Combo increases by 1 each time player destroys the enemy. Combo falls to 1 when combo countdown reaches 0. Combo countdown is set to x each time player kills enemy. The higher current combo is , smaller countdown will be, which means that player needs to kill enemies more quickly when combo is higher if he doesn't want that combo falls to 0. Also, combo timer falls drastically down when player receives damage. Combo countdown is frozen while player damages enemies using propellers which is advanced skill that enables really high combos. I was testing also that this works too when propellers are touching edges, but result was gameplay where player was grinding edges all the time, which becomes boring after some time.
ENEMIES - in game there is lot of different enemies that combine well together and create different puzzles. Basic classes are airplanes, tanks, submarines, zeppelins, and soldiers. They can be also separated in few more categories : ground enemies, water enemies, flying enemies, shooting / non-shooting enemies. Shooting enemies can shoot standard bullets, laser bullets ( cannot be deflected ), laser rays, missiles, nuke missiles, and poison missiles. There is few more, but it is not important now. In every level I introduce at least one new enemy that changes the game in some way. And during the game player fights against two interesting bosses.
ENVIRONMENT - poison storm, clouds, clouds storm, fog, water surfaces, the skull that adds specific rules for short amount of time.
GOALS - short challenges, missions, side missions, and grinding challenges. Missions are usually something like "survive x seconds", "kill x enemies", "save x ally soldiers", "destroy x enemy towers".
WEAPONS - minigun, shotgun, and laser cannon are finished. I also have homing missiles weapon and grenade launcher weapon, but I am not satisfied with those two. I am still not sure what will be the 6th weapon. The reason why I have so much problem with designing weapons is because they need to meet certain requirements :
1) feeling - they must be fun to use, feeling of shooting needs to be awesome, it should be satisfying to shoot every bullet, and it also should be satisfying when enemy is hit by it.
2) skill - weapon shouldn't be trivial to use, and should be in some way different then other weapons
3) upgradeable - every weapon can be upgraded two times, and what is important is that every weapon upgrade can be noticed immediately. So it is not enough to just increase speed of bullets, speed of shooting etc.
4) performance - it shouldn't affect the frame rate performance too much.
5) art - it should be possible to make it work with simple animations because I don't have animator in my team ( this is huge problem )
Anyone have suggestions for weapons that could work ?