Geometry Chase!
Use “WASD” to move around
Click the left mouse button or press space to release the Force Pulse
Do not be touched by the evil red circle
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Technical Details
Lecture Details
This time, my game mainly uses the following physics functions:
- AddForce(): Apply force to enemies in ForcePulse.cs to create a push effect.
- Physics2D.OverlapCircleAll(): detects all physics objects within the range of the force field
- ForceMode2D.Impulse: applies instantaneous impact force
- OnCollisionEnter2D(): Handle collision detection between enemies and player.
- Rigidbody2D: All dynamic objects use a rigidbody component to ensure physical interaction.
- Custom Physical Materials: Adjust elasticity and friction properties.
Meanwhile, I showed different applications of the physics mechanism in three levels:
- Level 1: Basic Force Pulse mechanic where the player needs to repel enemies
- Level 2: Introduces a Ball Launcher, adds physics interaction options, and allows the player to launch physical balls.
- Level 3: Combination of the first two levels' mechanics, adding Danger Area that require a combination of skills
Design Details
Balance
Game balance is achieved through:
- Force Pulse have a cooldown
- Ball Launcher limit the number of balls that can be present at the same time
- Enemy waves gradually increase in difficulty
- Force Pulse are both a defensive and offensive tool, and players need to weigh when to use them
Communication
The game provides a clear feedback mechanism:
- There is a visual diffusion effect when the Force Pulse is released
- The health value UI intuitively displays the player's status
- The physical response when the enemy is repelled provides a sense of satisfaction
Published | 3 days ago |
Status | Released |
Platforms | HTML5 |
Author | cyberfish_07 |
Made with | Unity |
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