For the past 6 years, I have been in and out the game development circle as a hobbyist indie developer. I have decided finally however, that I should take things seriously if I expect to do this for real.
As such, I have started developing this new game called Castle Mashers (name is a placeholder of course). It is a simple game since I am still starting out (alone mind you, but would love if someone can join and help).
You can check out the demo at the link below (remember to use abilities left and right click on mouse and you need 2 resources to use them):
If the above didn't work here is another link https://www.dropbox.com/s/om0hp535ec7qoc6/Castle%20Mashers%20v0.26.rar
Here is a run down of how the game is played:
The enemies of the game range from the normal zombies to bigfoot and mummies. Dependant on the art I can find or get my hands on, I'd be able to diversify the enemies in each level.
The game essentially is a normal breakout but instead of destroying bricks you are killing monsters. Each time the ball hits a monster it reduces its health until it dies.
When the monster dies you are able to "loot it"; a chance of coins (money) dropping as well as some other resources (wood, steel, iron, etc...). You can use the resources to create upgrades and weapons for your paddle to use in later levels.
The paddle will have HP where each time the ball falls you lose HP. Meanwhile, there will be traps (in later levels); spikes coming out of walls, if your paddle hit them your HP is reduced as well.
The ball (dependant on its type, since you can upgrade it) could be destroyed by traps. For example, using a wooden ball with a steel trap will destroy the ball. Using a steel ball however will not destroy the ball on any of the traps in the game.
At the begining the player can control the paddle using horizontal motion only, however at later levels he can move the paddle up and down as well as left and right.
Every 3 levels a new mechanic will be introduced to the player (new monsters, new upgrades, etc...) and every 5 levels a boss level will occur where you fight a boss.
Fighting a boss is almost the same as fighting a normal monster but the boss only is present, moving and throws things at you while you have to dodge the things thrown and kill the monster by trying to get the ball to hit the monster.
Monsters scale in difficulty. You start by one-hit-killed monster and then they getting harder to kill (up to 4 hits). Added difficulty occur when enemies start to move, throw things at you or go flung themselves at you even.
One of the ideas I am contemplating on now is that, what if I made a parallax background and at certain key points in the game I would allow the player to move the paddle vertically and the camera pan along.
For example the battles would occur in waves you have to kill and when you kill the last enemy, you can move the paddle vertically swinging the ball and let's say smash crates or whatever (similar to when you explore an area in an rpg). In this setup camera moves with you and you try to dodge traps with your paddle and still swinging the ball.
There are no levels in that case and you get a save system in the form of checkpoints.
Moreover you can access the inventory at any time where you can use the resources to upgrade the paddle and ball as mentioned before.