VECTORFIELD is a top-down, momentum based arcade shooter where the only controls are point and
shoot.
Its minimalist geometric art style is enhanced with Unity's built-in effects, including trail
renderers,
particle systems, and post-processing.
The project began as a way to explore 2D design without being limited by personal pixel-art skills.
By embracing a minimal asthetic, I was able to focus on gameplay, mechanics, and effects, allowing
the project
to progress quickly and iteratively.
So far, the game includes:
• 1 full level designed as a demonstration of core gameplay mechanics.
• 2 enemy types with distinct movement and shooting/charging behaviour.
• 2 ammo types with pickups that spawn dynamically in the arena.
• Basic placeholder UI and placeholder art, allowing gameplay and testing without fully polished
visuals.
• Advanced effects including post-processing, particle systems, and trail renderers.
• Main menu and level progression system, with level unlocking based on completion.
• Save system tracking fastest completion times and shots fired per level. NOTE: ONLY AVAILABLE ON
FULL DOWNLOAD.
• 8-bit style sound effects for shooting, explosions, and pickups.
• Original synthwave soundtrack, composed specifically for the game.
• Dynamic parallax starfield with nebula, randomly generated and enhanced with shooting
stars.
The current build is a playable demo, intended for feedback on mechanics, movement, balancing,
audio, and visual effects.
VECTORFIELD currently has 2 trajectories.
• Expansion of levels - aiming for 12 total.
• More enemy types - aiming for around 6.
• More ammo types - not just aiming for more, but looking to introduce more unique types.
• Boss fights - looking to be 2 boss fights.
• Story - aiming to include a story of some kind which has already been somewhat written.
• Expansion of Soundtrack - currently there is only 1 track, aiming to make at least 4 more.
• Polishing UI and art
• Polishing sound design and potentially replacing sounds.
• End goal to ship on itch.io.
This would be a complete revamp of the game. Ammo drops would be removed and the difficulty would be
ramped up.
The player would choose which ammo type to enter the arena with, and they would battle enemies until
they ran out of ammo.
They would then need to upgrade their character and weapons. The longer they last in the arena, the
harder and more frequent the enemies become.
There would be minibosses and major bosses along the journey. And the game would end when the player
killed the final boss.
Players could continue to play the game in an endless version.
I personally very much enjoy the idea behind this one, and would potentially look at shipping this
on Steam due to the increased replayability.
Please see below for a playable demo of VECTORFIELD. This demo is built in WebGL therefore saving
will not work.
Please note that this game is intended to be placed on a computer not a mobile.