
This had incredible synergy with the existing shot effects. All of your shots may explode for a bit, or maybe all of your shots split into 3, etc. What that means is that when you collect a powerup, all of your successive shots take on some special property temporarily. The breakthrough I had in making Sling It! was to make powerups which all take on these properties too.

Sometimes you shot would explode, or split into 3 shots, or home in on an enemy, or be extra heavy, or who knows. This was a very important aspect of both games. In the game, enemies come in a rainbow of color varieties, and depending on the color of the enemy piece you break and debris you catch, your shot takes on special properties. And while I still think all of that is technically correct, the truth is that I was, at the time, thinking very deep inside the box! While the game is structurally very much like a typical shooter, I also felt its unique style of play meant that it didn’t make sense to shoehorn in shoot-em-up genre conventions because they were conventions. My gut feeling was not to, because when people suggested powerups, what they meant were things like little shields, or temporary damage boosts, or other things which I felt added nothing interesting to the gameplay and interaction between the player and the enemies. When I was working on the original game, it came up more than once that I should have thought about making little pickups and powerups for the game. The most important improvement to this game over the original, in my eyes, was the introduction of powerups. So I wanted to share some key points from this game’s development story to educate people who are going through the same hoops I did, to illuminate why the game has been unsuccessful, and to organize my thoughts on the experience for myself. And I’m still trying to make game development work for me.

Bad news only got badder.īut I learned a lot from the development and the release. I worked on it for about 3 months in total, in between other obligations (school), and then release it to the world on March 4. Enemies come as large, multisegmented machines, which you break piece by piece and then utilize their shattered bits as ammo for your next shot. You control a slingshot space-ship, and you slingshot to launch debris at enemies. The basic premise: it’s a mashup of shoot-em-up and slingshot.
