This is my first homebrew game which I've been working on for a while, and I just am looking for some feedback on whether or not this is a good idea, how the gameplay could work, etc.
I just finished the early playfield code... attached is a Z26 screenshot. As you can see, the playfield consists of five levels. In the finished (or at least playable) versions, the floor of each level will be divided into six sections, some of which are colored differently and can be shot out, allowing Phred to move to the next (lower) level.
Basically in this game, you are Phred. Phred is on the top floor of this five-level playfield, accompanied by two bad guys, who I will call "Cosmic Space Mutants" for the time being. Phred must kill the two Cosmic Space Mutants and then move to a "breakable" section of the floor, and shoot it out. Phred must time his shot so that when he drops down, he will be able to shoot the two Cosmic Space Mutants on that floor before they kill him.
Phred keeps moving down, and as he does, there are fewer and fewer sections of floor which can be shot out. Perhaps I will use asymmetrical playfield code so that only one of the six sections can be shot out... I haven't gotten that far in the tutorials yet
Anyway... as Phred moves farther down, there will be more Cosmic Space Mutants per floor and/or they'll get faster and harder to kill...
Score is kept by a four-digit hex counter that increments each time Phred reaches a new floor.
Perhaps I'll call it Phred. Anyway... is that a good idea? I notice a lot of "going down" type games (not like Custer's Revenge













