Damnfields
A VR video game where you literally have to use your head to solve fun puzzle levels!
Damnfields is a video game inspired by 8-bit retro-games (in both art and music).
The game features 4 mini-game modes and a main game mode: Every game mode (apart from the main game mode) will have a timer counting up, so the players can challenge friends to play and beat each other best times, once the level is succeeded for the first time.
The game modes are the acronym of the word DAMN:
D (Defuse) : Bombs arespawned all around the player, and he/she has to defuse them by looking at them and stay focused (not looking outside the “bounds” of the bomb image), until they are completely defused. The player has to defuse all the bombs to win this game mode.
A (Antagonists): Several paths (planes) are spawned all around the player, and he/she will have to go through them without getting “out of bounds”, by keeping the cursor within the paths. The player has to to bring his/her cursor from the start checkpoint to the end checkpoint. Some paths (the antagonists) though, will move/rotate/scale, so the player will have to time his/her movements to bring his/her cursor from the start checkpoint to the end checkpoint.
M (Maze): Several paths (planes) are spawned all around the player, and he/she will have to go through them without getting “out of bounds”, by keeping the cursor within the paths. The player has to to bring his/her cursor from the start checkpoint to the end checkpoint. Some "checkpoints" allow the player to interact with the environment using the touchpad: 1) Rotator: The player focuses on the checkpoint to activate it. When the checkpoint is "locked", swiping up and down with the touchapad will rotate some paths connected to it. Using this feature, the player will be able to build a safe path to reach the end checkpoint. 2) Locker: The player focuses on the checkpoint to activate it. When the checkpoint is "locked", a sequence of arrows are spawned (randomly) next to the checkpoint. This is a combination that the player will need to enter by swiping on the touchpad, following the directions of the arrows. If the combination is entered correctly, a path will appear, allowing the player to proceed. If a mistake is made, the player will need to "re-activate" the locker.
N (Nature): Several paths (planes) are spawned all around the player, and he/she will have to go through them without getting “out of bounds”, by keeping the cursor within the paths. The player has to to bring his/her cursor from the start checkpoint to the end checkpoint. Some paths though have "materials" on them (representing 4 elements: fire, water, grass and sand), and the "material" of the cursor should always match the one on the path. To be able to change the color of the cursor, the player will have to focus on specific checkpoints and see what material will be “assigned” next, then when the right material is selected on the cursor, he/she will quickly have to “get out” of that checkpoint, to continue their travel, towards the goal.
DAMN (Main game mode): The main game mode is activated after beating all the single game modes (a tribute to the Mega Man series, like the Dr.Wily stage). This mode, features 5 levels that the player will have to beat sequentially, and all the mechanics experienced in every single game mode are now involved. A timer is counting down, so the player will have to finish each level before the time expires.
The player will have to practice and master all the main game modes (starting from the level selection scene), before feeling ready to...step into the Damnfields (the main game mode: DAMN).
Every game mode (apart from the main game mode DAMN) will save and keep track of the best times.
The main mechanic of the whole game is based on the ability of the player to be focused, with his/her head, on the game elements without “going out of bounds”...but being fast at the same time is also important to beat best times!
I also designed the game to mainly focus on gazing; to enhance the challenge of the game itself, and to make the game fit for the simplest mobile devices (no controller is required).
I added a settings page, in the level selection scene, which will allow the player to:
- Activate / Deactivate music and / or sound effects.
- Activate / Deactivate the edge detection to experience the levels in a beautiful cell shading vie (it will cause a performance drop, though).
- Activate / Deactivate a falling effect to transition from the level selection scene, to each level scene
- Select a difficulty for the DAMN game mode: 1) Free: The player can play every unlocked level without restrictions. 2) Normal: The player will have 5 lives and will lose 1 life if failing a level, and gain 1 life if succeeding it. If the lives drop to 0, the player will have to start from the first level of Damn Mode. 3) Hardcore: The player will have 5 lives and will just lose 1 life if failing a level. If the lives drop to 0, the player will have to start from the first level of Damn Mode.
In the end, I added an ending scene to acknowledge the end of the game.
The game supports now, Galaxy S6 as well (the S6 screen is crispier but could cause blue outlines around the game objects).
9 comments
Gerald Terveen • over 8 years ago
that looks like a really cool game idea - but in the video it feels like you are looking up a lot. does it end with neck pain?
Marco Colombo • over 8 years ago
Thank you for your feedback and appreciation!
I am glad you like my game concept!
What you say is true. It is one of the problems in developing games in VR, I guess, like having too much interaction on the touchpad: keeping your arm near your head all the time will make it sore.
One of the biggest challenge of developing Damnfields, is level design indeed. First of all, I never desinged "360 levels" before, and also, there are issues like placing the game elements too much high: that will cause neck pain pretty fast also because you are trying to focus, so you really use your muscles a lot (and I learned it on my own...neck!).
I believe this can be fixed with polishing the level design, but in the end it is a game for VR, so it requires an headset (hopefully not too heavy) and head movements!
Gerald Terveen • over 8 years ago
yeah I have had my own share of neck strains due to learning how to place everything so that it fits.
And it can certainly be fixed, it just means that some concepts will be harder to realize than others (especially stuff with shooting airplanes took me a while to figure out).
have you considered adjusting the players height when he reaches certain points? or maybe a slow permanent rise that works as a timer as well as allowing the player to look down too (when the time runs out) so he can get the muscles relaxed and in the opposite state?
Marco Colombo • over 8 years ago
I think that won't work with my original idea, but I definitely thought about a "pause" functionality, where you basically highlight the last checkpoint you have been, then to continue playing you have to focus back on that point and keep on going...
But then, I though that this is not a game that will be played for hours and hours, so if you wanna relax, you are just gonna quit the game and come back when you feel like it...Just like any other quick / addicting game with quick kill / respawn mechanics! ;)
That is the concept: I want to hear people screaming "Dam*! I lost!" ...and when I let people play the game...it happens :D
Gerald Terveen • over 8 years ago
sounds like you have a real contender on your hands then! looking forward to it even more now :)
Brad Dickason • over 8 years ago
Very cool concept!! I love the idea of a simple gaze-based puzzler. It looks fun.
Marco Colombo • over 8 years ago
Thank you very much!
Micah Rust • over 8 years ago
Its like a Bound game from WC3, SC custom maps... Except with your vision instead of moving a character, that sound both cruel and amazing at the same time.
Marco Colombo • over 8 years ago
Ehehehe! It is pretty cruel (challenging) indeed! :D
Give it a try and let me know if you like it...and if you manage to beat the game, obviously! ;)
Oh! And don't forget to challenge your friends on best times as well!
That's when the fun kicks in! ;)