Kablam (Remake of "Kaboom" for the NES)
This game is the result of an attempted project in making an up-to-date bundle of old retro games for mobile. The majority of the code was finished by the time the idea was scrapped and so i figured I would finish it off (Still in progress) to put up on my portfolio.
The game plays very similarly to the original which it is based on with the entity at the top moving side-to-side whilst rapidly dropping bombs for the player controlled paddles to catch, catch bombs scores points whilst dropping a bomb loses a life, the number of which is represented by the number of paddles on screen. Once all bombs in that round have been caught, the game progresses to the next round which will be more difficult than the last with the number of bombs and general speed of the gameplay increasing.
The game plays very similarly to the original which it is based on with the entity at the top moving side-to-side whilst rapidly dropping bombs for the player controlled paddles to catch, catch bombs scores points whilst dropping a bomb loses a life, the number of which is represented by the number of paddles on screen. Once all bombs in that round have been caught, the game progresses to the next round which will be more difficult than the last with the number of bombs and general speed of the gameplay increasing.
On top of the original gameplay, we wanted to add a unique spin on the game. The idea we came up with was having bold colours for the bombs and paddles. Each round a new target colour would be chosen (represented by the paddles) that would designate which colour of bombs were valid to catch.
Much like the original version, each round has a set number of bombs that will be dropped, the difference is I added in a chance for the bomb dropper to drop in invalid bomb that did not count toward the total bomb count for that round.
Catching a valid bomb grants the player points as usual, whereas catching an invalid bomb acts the same way as dropping a valid bomb in that the player loses a life. Currently there is no reward/consequence for dropping an invalid bomb, you simply don't lose a life.
Much like the original version, each round has a set number of bombs that will be dropped, the difference is I added in a chance for the bomb dropper to drop in invalid bomb that did not count toward the total bomb count for that round.
Catching a valid bomb grants the player points as usual, whereas catching an invalid bomb acts the same way as dropping a valid bomb in that the player loses a life. Currently there is no reward/consequence for dropping an invalid bomb, you simply don't lose a life.