• Level Design Part 2: Underwater Boogaloo

    • Stephen McGregor
    • Design
    • 20 April 2015

    So guppies, you love ’em, you hate ’em. They aren’t much of a threat though. Even in large groups, you can just plow through them with enough damage (or a cooperative team!). But what happens when you strap a couple of cannons on their sides?

    Capture

    Enter the guppy gunners. These guys move slightly faster and are a bit tougher than regular guppies. Oh, and they have big cannons installed. That’s their big hook: these guys are kinda hard to avoid if you just leave them alone because those cannons can be pretty difficult to get past. If you have someone who can block bullets, stun/slow enemies or just outright kill a guppy gunner, they’re not much of a problem. In general, it would benefit the team to deal with a guppy gunner quickly before they get close enough to be an immediate threat.

    Where do these guys fit into a level of Fingeance though? They have the benefit of not being a drastic and immediate threat when they show up on screen. They also wall off progress in a minor way if not dealt with. Therefore, they’re strong when placed in an area with more imminent threats in the level. For example, if you put these guys in a level with a bunch of heat seeking missiles it would be harder to prevent them from getting close to your team, as the team would have to deal with the missiles first. Guppy gunners provide more of a challenge the longer they are in the level, as you have less space to deal with them.

    Next time, I’ll discuss some more part designs I’ve been working on this week. I hope to see you there!