Blood Hunter

Blood Hunter started off as the question: “Should I try making a top-down shooter?“, since I had never really done so before.
I was kind of thinking of the game “Boxhead“ when this all came to me.

I implemented a small variety of weapons and later on, local multiplayer as well, using Unity’s built-in Multiplayer Player Input components.

It was funny and worked, but it got a little stale, so I started re-imagining the game and mechanics. Now the project may shift towards the player(s) being able to choose between 3 evil classes with their own unique attacks and abilities. This would mean that the weapon drops will change completely or may be removed altogether.

The enemies use A* pathfinding to move towards the player closest to them. Once they’re close enough, they’ll stop coming closer and will start shooting the player.

Screenshot of the game, displaying enemies; pick-ups and a red screen due to damage taken.

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