Damnfields is a video game inspired by 8-bit retro-games (in both art and music).

The game features 4 mini-game modes and a main game mode: Every game mode (apart from the main game mode) will have a timer counting up, so the players can challenge friends to play and beat each other best times, once the level is succeeded for the first time.

The game modes are the acronym of the word DAMN:

  • D (Defuse) : Bombs arespawned all around the player, and he/she has to defuse them by looking at them and stay focused (not looking outside the “bounds” of the bomb image), until they are completely defused. The player has to defuse all the bombs to win this game mode.

  • A (Antagonists): Several paths (planes) are spawned all around the player, and he/she will have to go through them without getting “out of bounds”, by keeping the cursor within the paths. The player has to to bring his/her cursor from the start checkpoint to the end checkpoint. Some paths (the antagonists) though, will move/rotate/scale, so the player will have to time his/her movements to bring his/her cursor from the start checkpoint to the end checkpoint.

  • M (Maze): Several paths (planes) are spawned all around the player, and he/she will have to go through them without getting “out of bounds”, by keeping the cursor within the paths. The player has to to bring his/her cursor from the start checkpoint to the end checkpoint. Some "checkpoints" allow the player to interact with the environment using the touchpad: 1) Rotator: The player focuses on the checkpoint to activate it. When the checkpoint is "locked", swiping up and down with the touchapad will rotate some paths connected to it. Using this feature, the player will be able to build a safe path to reach the end checkpoint. 2) Locker: The player focuses on the checkpoint to activate it. When the checkpoint is "locked", a sequence of arrows are spawned (randomly) next to the checkpoint. This is a combination that the player will need to enter by swiping on the touchpad, following the directions of the arrows. If the combination is entered correctly, a path will appear, allowing the player to proceed. If a mistake is made, the player will need to "re-activate" the locker.

  • N (Nature): Several paths (planes) are spawned all around the player, and he/she will have to go through them without getting “out of bounds”, by keeping the cursor within the paths. The player has to to bring his/her cursor from the start checkpoint to the end checkpoint. Some paths though have "materials" on them (representing 4 elements: fire, water, grass and sand), and the "material" of the cursor should always match the one on the path. To be able to change the color of the cursor, the player will have to focus on specific checkpoints and see what material will be “assigned” next, then when the right material is selected on the cursor, he/she will quickly have to “get out” of that checkpoint, to continue their travel, towards the goal.

  • DAMN (Main game mode): The main game mode is activated after beating all the single game modes (a tribute to the Mega Man series, like the Dr.Wily stage). This mode, features 5 levels that the player will have to beat sequentially, and all the mechanics experienced in every single game mode are now involved. A timer is counting down, so the player will have to finish each level before the time expires.

The player will have to practice and master all the main game modes (starting from the level selection scene), before feeling ready to...step into the Damnfields (the main game mode: DAMN).

Every game mode (apart from the main game mode DAMN) will save and keep track of the best times.

The main mechanic of the whole game is based on the ability of the player to be focused, with his/her head, on the game elements without “going out of bounds”...but being fast at the same time is also important to beat best times!

I also designed the game to mainly focus on gazing; to enhance the challenge of the game itself, and to make the game fit for the simplest mobile devices (no controller is required).

I added a settings page, in the level selection scene, which will allow the player to:

  • Activate / Deactivate music and / or sound effects.
  • Activate / Deactivate the edge detection to experience the levels in a beautiful cell shading vie (it will cause a performance drop, though).
  • Activate / Deactivate a falling effect to transition from the level selection scene, to each level scene
  • Select a difficulty for the DAMN game mode: 1) Free: The player can play every unlocked level without restrictions. 2) Normal: The player will have 5 lives and will lose 1 life if failing a level, and gain 1 life if succeeding it. If the lives drop to 0, the player will have to start from the first level of Damn Mode. 3) Hardcore: The player will have 5 lives and will just lose 1 life if failing a level. If the lives drop to 0, the player will have to start from the first level of Damn Mode.

In the end, I added an ending scene to acknowledge the end of the game.

The game supports now, Galaxy S6 as well (the S6 screen is crispier but could cause blue outlines around the game objects).

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