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ZER0

Independent Project

Nov 2018 - Dec 2018

Made With: Zero Engine

A zero-gravity top-down shooter where you launch off walls to outmaneuver your opponents and destroy them with lasers. Blast away at foes or slow down time to plan your next attack.

ZER0_1

Game Developer

Playtested to invent a unique control scheme and an addictive gameplay loop

​Tuned difficulty across several levels to elicit a flow state

Harnessed flashy particle effects to make action pop

What Worked?

Obssessive Iteration - Through a heavy iterative process - oftentimes creating multiple new builds in a single day - I created a unique yet simple control scheme from a highly restricted toolset. In tandem with the core mechanics, it created interesting, tactical heuristics for my players and contributed to excellent game feel.


Top-Down, Bottom-Up - Using my training in psychology, I designed a core gameplay loop that kept players switching between top-down and bottom-up processing; thus keeping their mind happy (i.e., engaged) by balancing the expected with the unexpected. 


Game Feel - By researching indie hits like Luftrausers, Nuclear Throne, and Just Shapes & Beats, I taught myself techniques for creating amazing game feel. I then networked with a fellow student who had superior knowledge of particle systems to learn how to actualize the techniques.


Player Response - I had playtesters asking me for a copy of the game by the time I was only halfway through development because they were enjoying it so much.

What Didn't?

Resolution - With only three weeks available, there wasn't enough development time to make the game's resolution feel deeply satisfying.

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The Primary Arc - It took three weeks to get the movement system feeling great, which meant that I had less time for iteration on the primary arc. Thus, the gameplay structure isn't as strong as I would have liked. If I had more time, I would have focused on getting the hook and turn to be more impactful.


Not Challenging Enough - I actually tuned the difficulty a little too easy for the kinds of players who really enjoyed the experience. They wanted to lose at times so their skill felt genuine when overcoming a challenge.


Burnout - At the end of the project, combined with my other homework, I was burnt out and never wanted to touch this game again.

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