Geometry Wars: a case study
A close reading of Geometry Wars: Retro Evolved (Bizarre Creations, 2005): its origin as a controller test, twin-stick controls and the core loop, the enemy roster as atoms, spawning and the difficulty curve, fair deaths through telegraphs, the score multiplier as risk–reward, leaderboards and replay, and feedback, sound and flow. Includes Geo-lite, a playable prototype with switchable feel and rules. In the practical you design a new enemy for the game.
Slides: use the arrow keys or swipe; press F for full screen and Esc for an overview.
By the end of this week you can
- Read a game as a system: its core loop, controls and enemy roster, using the module's frameworks.
- Explain a difficulty curve: how spawning, new enemy types and combinations escalate, and what keeps deaths fair.
- Analyse score as design: the multiplier as risk–reward, and why leaderboards drive replay.
- Design an enemy with a readable look, a telegraph, counterplay and a place on the difficulty curve.
Before next week
Finish your enemy card, then do the arcade teardown on page 2 of the task sheet for another arcade-style game. Play Geo-lite on the slides with the Feel boxes on and off.