The Cannonball That Could
The Cannonball that Could is a 2D Artillery-based action game, where you play as a sentient cannonball, who just so happens to be the only ammunition your pirate crew has. Navigate the ball into the enemy ship and destroy it's weak points to win the game.

Engine
Unity
Category
Action
Release
itch.io (April 30th 2024)
Link
Contributions:​
As the primary developer for this game, I:
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Designed the core mechanics of the game
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Programmed all of the mechanics in the game through C#.
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Created portions of the art assets for the game.
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Tools:
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​Unity
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C#
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PiskelApp
Lessons Learned
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Knowing the phases of game development
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Since I made this game a capstone project at my college (University of Colorado Colorado Springs), I learned the critical phases of game development and adapted to those deadlines.
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I created a design document first, then made the prototype, then the vertical slice, and then iterated on the game for 2-3 weeks until the game was in the beta phase of development. I then polished the game until it was ready for release by the end of the semester.
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You can turn your most significant advantages against yourself if you're not careful.
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During one of my playtesting sessions, one of my classmates suggested that I give the player's ship a collider to crash into, meaning they must navigate their way out of their boat before attacking the enemy.
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The more the player collides with their ship, the more health they'll lose, making a great risk-reward situation where the risk is hurting yourself, and the reward is making it out and being free to strike the enemy.
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The choice of mobility
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I initially allowed the player to move in all directions after being fired out of the cannon. However, I noticed that the game's flow was starting to become more like a side-scrolling action game (like Jetpack Joyride). Therefore, I decided to limit the player's regular mobility to moving up and/or down.​​
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I then added a slowdown mechanic that lets the player move freely in all directions while the camera slows down. This feature gives the player a choice on how they want to attack the enemy (see below).
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Giving the player the choice of mobility depending on the level design
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Since the enemy ship has many different weak spots, destroying them should be something the player should earn.
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To put this idea into execution, I was able to add thin maze-like pathways leading to the enemy weak spots so that the player could carefully navigate through them with the slowdown mechanic and earn better chances of winning the game.
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