Destroy The Brain

Click here to play Destroy The Brain

In early July, I took part in a 24 hour gamejam at my university, in a team with four other students. We made a game for the given theme of “two massive heads”, and then spent some time after the event polishing it up.

It’s a shooter with omnidirectional fire, and some twists.

I’ve wanted for some time to make something inspired by Warning Forever. So in this you’re dismantling a huge enemy structure piece by piece trying to get to the core, with extremities falling away if you target and destroy their parent components closer to the hub. I’d love to come back to this later to make the layout of the enemy procedurally adapt like in Warning Forever, but I’m happy to publish this as a one-level experiment with the ideas for now.

You’re invincible. Anyone who’s listened to me chatter on about game design will know that I’d like to see more games experimenting with removing game-ending consequences for failure, and a lot of games I design involve me trying out some new way of making that work.

Everything is physically simulated, including the projectiles, which can collide with each other. This changes the character and utility of weapons fire considerably. As you are ultimately invincible, the enemy’s fire is purely defensive. You can’t destroy a weapons turret by attacking it head on, as all of your projectiles will be deflected away. Attacking another portion of the station while in range of an enemy turret is equally difficult, as unless you direct your own fire to deflect the enemy’s, you will get pushed away by the bullets.

There’s some other subtler consequences of the physics simulation too, such as the rotation of the enemy structure being affected by the turret’s recoil, and further manipulatable by pushing at the arms with your projectiles.

The other students on the team that made Destroy The Brain have all recently graduated from their courses at Anglia Ruskin University, and some of them are amazingly talented. It’s a sad thing that I have another difficult year of uni to go, so can’t seriously talk to any of them about running away to form an indie game studio immediately.

Programming:
Robin Burkinshaw

Art:
Craig Dockerill
Ross Martin

Audio:
Daniel Servante
Pete Sperring