Mini Golf Riot
Drag, release, and chase a clean line through six compact mini golf holes packed with arcade hazards...
Dodge, collect, destroy. Neon Blaster is a vertical space shooter that trusts you with the thing shoot-em-ups make easy — pattern reading — while removing the thing they make tedious — manual aim. Your ship auto-fires; your job is positioning. Weave through enemy fighters and bullet patterns, catch the falling power-ups that transform your loadout, and survive until the boss arrives. Every 60 seconds a multi-phase boss enters the screen with its own attack patterns, and beating it clears the deck for the next escalation. With four distinct power-ups — Spread, Rapid, Shield, and Bomb — and enemies that become faster and denser the longer you live, Neon Blaster is a long-run survival game disguised as an arcade shooter.
Neon Blaster exists because we wanted a shoot-em-up on the portal but did not want a traditional twin-stick shooter. Traditional shmups ask the player to aim and move simultaneously, which works on a controller and struggles on mouse and touch. Auto-fire solved the aim problem entirely and let the game focus on positioning and pattern reading, which is where the interesting decisions live anyway.
Boss pacing took the most iteration. The first version spawned bosses on a fixed timer regardless of player behavior, which meant strong players saw bosses too often and newer players got killed before ever meeting one. The current system uses a 60-second window that only counts while the player is alive and engaged. Bosses also have multiple phases now; an early draft had single-pattern bosses, and beating them felt more like solving a timing puzzle than fighting an enemy.
The four power-ups were picked because they represent four different decisions. Spread and Rapid complement each other — take both together for an absurd damage window. Shield is pure defense. Bomb is emergency. Several combo power-ups were prototyped and rejected because they were turning the game into a collectathon rather than a reflex test. Similar reflex-first design governs Orbit Rush.
Drag, release, and chase a clean line through six compact mini golf holes packed with arcade hazards...
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