CRE342 · Week 9
Ulster University
CRE342 · Game Mechanics & Gameplay Design · Week 9

Geometry Wars:
a case study

How a programmer's test became the game you couldn't put down

BSc (Hons) Game Design & Development

Think · 30 seconds

You just died. Game over. Why do you press retry?

Think of an arcade-style game you've replayed far more than it deserved.

0:30 click to start · tell the person next to you
Today

By the end of today you can…

01

Read a game as a system

its core loop, controls and enemy roster, using the module's frameworks.

02

Explain a difficulty curve

how spawning, new enemy types and combinations escalate, and what keeps deaths fair.

03

Analyse score as design

the multiplier as risk–reward, and why leaderboards drive replay.

04

Design an enemy

with a readable look, a telegraph, counterplay and a place on the curve.

The route

Six stops

01

The game

A test that escaped, and its ancestors

02

Loop & controls

Two sticks, one loop, a playable prototype

03

Enemies & difficulty

The roster, spawning, fair deaths

04

Score, risk & replay

Multiplier, bombs, leaderboards

05

Feel & flow

Particles, grid, sound, lost hours

06

Design task

Add an enemy to Geometry Wars

Recap · the tools we'll use today

A case study is the module, applied

Week 2

Flow

Clear goals, immediate feedback, challenge matched to skill.

Week 3

Rewards & juice

Reward schedules, layered feedback, "juice it or lose it".

Week 4

Pacing

Tension and release; each peak a little higher.

Week 6

Atoms & feel

Small rules that combine; micro-mechanics; emergence.

Today

No new theory. One game, read closely: what each part does, and what breaks if you take it away.

01

A test that
escaped

From a hidden arcade cabinet to Xbox Live Arcade's biggest hit

Bizarre Creations · designer Stephen Cakebread

From code test to Easter egg to hit

2003Arcade cabinet inPGR2's garage 2005Retro EvolvedXbox Live Arcade, 400 points 2007PC version;Galaxies (Wii, DS) 2008Retro Evolved 2 2014Dimensions

It began as code to test the controller during Project Gotham Racing. Kept as a hobby, it shipped as a hidden game in PGR2.

No artists were free, so the look came out of maths: shapes drawn on graph paper and coded by hand.

Ancestors · Robotron: 2084 (1982), Asteroids (1979)

Retro, evolved

Robotron gave it the controls: one stick to move, one to fire. Asteroids and vector arcade screens gave it the look: glowing lines on black.

"Evolved" is what 2005 hardware added: thousands of particles, a warping grid, bloom, and online leaderboards.

"Robotron gives you two joysticks: one to move, one to fire. Simple. But with those tools, there is a huge tactical potential of feints, misdirections and apocalyptic vengeance."Steven Poole (2000) Trigger Happy
GDnD wiki · Geometry Wars: Retro Evolved
02

Loop
& controls

Shoot shapes. Don't get hit.

Move & aim Shoot & kill Score × multipliergrows while you live More, harderspawns Touched: lose a life,multiplier resets
The core loop

Seconds long, endlessly repeated

Each pass through the loop takes a second or two. Every pass makes the next one harder and worth more.

No levels, no story, no ending. The only exit is running out of lives, and the only goal is the score.

GDnD wiki · Core loop
Twin-stick controls

Two sticks, two jobs, every second

Left stick · moveDefence

Dodge, herd enemies into a group, keep space around you, reach a safe corner.

Right stick · aim and fireOffence

Fire continuously in any direction: thin the crowd, pick off a dodger, clear a path.

Separating the verbs doubles the decisions per second: you can run away from one threat while shooting another. That's where the "feints and misdirections" come from.

GDnD wiki · Player agency
Prototype · switch parts of the design on and off

Geo-lite

WASD to move · mouse to aim · fire is automatic

Esc to stop and hand the keys back to the slides

Feel Rules
GDnD wiki · Game feel
03

Enemies
& difficulty

Every shape asks you one question

The roster as atoms

Six shapes, six questions

EnemyBehaviourThe question it asks you
WandererDrifts at randomCan you shoot while staying aware? (fodder)
GruntChases youCan you keep moving?
WeaverChases and dodges your shotsCan you aim where it will be?
SpinnerSplits into small, fast piecesCan you shoot it from a safe distance?
SnakeOnly its head can be hurtCan you get round the tail?
Gravity wellPulls in enemies and shots, grows, then burstsKill it early, or let it gather your enemies?
GDnD wiki · Game atoms
Combinations, not complications

Depth comes from mixing simple enemies

Grunts + Weavers

Chasers fill the space you'd use to line up a shot on a dodger.

Gravity well + crowd

The well gathers the crowd for you, and makes it deadlier when it bursts.

Snake + anything

The tail walls off the arena, so every other enemy has less room to miss you.

Readable

One colour, one silhouette, one behaviour each. You can read a full screen in a glance.

Learnable

Behaviours never change. Deaths teach you something, so skill keeps growing.

GDnD wiki · Inherent vs emergent complexity
Spawning and the difficulty curve

More, faster, together

TIME IN THE RUN → PRESSURE Grunts join Weavers Spinners Gravity wells death: brief relief

Quantity

Bigger groups

Frequency

Shorter gaps between spawns

New types

One new question at a time

Mixes

Old questions asked together

GDnD wiki · Interest curves
The fairness rule

Every death should feel like your fault

Anticipation

Warp in, harmless

Enemies appear with a brief spawn effect before they can hurt you.

Main

Read the threat

Distinct shape, colour and spawn sound: you know what's coming and from where.

Dissipation

Clear the screen

Explosions fade fast, so the next threat is never hidden behind the last one.

Remove the warning (try it in Geo-lite) and players stop saying "my mistake" and start saying "cheap".

GDnD wiki · Perceived chance to succeed
Pairs · 2 minutes

Watch a run. Find the moment it gets harder.

When?

Roughly how far into the run?

Which dial?

Quantity, frequency, a new type, or a mix?

What warned you?

A sound, a shape, a spawn effect?

Find a Retro Evolved gameplay video pick one before class · play 2–3 minutes 2:00

04

Score, risk
& replay

No ending. Just a number, and someone else's number.

Score as the goal

The multiplier changes what a life is worth

KILLS → MULTIPLIER death

The multiplier rises as you kill without dying. Every point after that is multiplied.

Die and it resets. A late death costs far more than an early one.

Extra lives and bombs arrive at score thresholds; the weapon upgrades every 10,000 points.

GDnD wiki · Lives
Risk–reward, in a two-second decision

Every choice has a price

ChoiceRewardRisk
Fly into the crowdKill faster; build the multiplierOne touch and it all resets
Use a bomb nowClears the screen; saves the lifeOne fewer for later
Let a gravity well growIt gathers enemies; worth more when killedIt bursts into fast protons
Hug the edgeFewer directions to watchFewer directions to escape

Good risk–reward: neither outcome is certain, and both are big enough to matter.

GDnD wiki · Risk/Reward
Why one more go

Built for replay

Short

Runs of minutes

Restart in seconds. The cost of "one more" is tiny.

Social

Leaderboards

Your friends' scores, always just above yours.

Mastery

Easy to learn

Hard to master: the same rules reward better play for years.

Variety

Never the same run

Spawns vary, so you read and react, not memorise.

Pacifism: an achievement for surviving the first 60 seconds without firing. Players loved it so much that Retro Evolved 2 turned it into a whole mode.

GDnD wiki · Perceivable margins
05

Feel
& flow

Why it feels so good, and where the hour went

Visual feedback · polish with a purpose

Spectacle that never hides the game

EffectWhat it doesJob (Week 3)
Particle explosionsEvery kill bursts into sparks, then fades fastImmediate · aesthetic · positive
Warping gridThe background bends under shots and enemiesAesthetic · informational (where the action is)
Neon on blackEach enemy a bright colour on a dark fieldInformational: read the screen at a glance
Size and speedEnemies differ in scale and paceInformational: pick targets fast

The test from the VFX wiki page: big in the moment, gone in a second.

GDnD wiki · VFX shape and timing
Audio design · Therese's five

Sound that warns, rewards and drives

1 · Action feedback

Shots, kills and pickups each have a sound: you know what you did.

2 · Enemy cues

New threats announce themselves, so you react before you see them.

3 · Sync

Sound and visuals land together; impact is sold twice.

4 · Pacing

A driving electronic soundtrack keeps the tempo of play high.

5 · Intensity

The mix grows denser as the screen fills: more enemies, more noise.

Composer

Chris Chudley (Audioantics) scored the series up to Dimensions.

GDnD wiki · Sound design basics
SKILL → CHALLENGE anxietyboredom flow channel
Player experience · Week 2, applied

Where did the hour go?

  • Clear goal: survive, score
  • Immediate feedback: every shot, every kill
  • Challenge rises with you: the ramp, within a run and across runs
  • No interruptions: no menus, no cutscenes, instant restart
  • Total focus: two sticks need all your attention
GDnD wiki · Flow
Take away

Five things to remember

Tiny inputs, huge tactics: two independent verbs double the decisions per second.

Each enemy asks one question; depth comes from asking them together.

Fair deaths keep people playing: warn, show, then clear the screen.

The multiplier makes survival valuable, so risk rises with your score.

Spectacle must inform: big in the moment, gone in a second.

06

Design task:
a new enemy

Add one shape to Geometry Wars. Make it fair, readable and worth it.

Pairs · 20 minutes · enemy card on the task sheet

Design one enemy, eight fields

1 · LookName, shape, colour. Readable in one second, distinct from the roster.
2 · BehaviourOne movement rule and one threat rule (the atom).
3 · QuestionThe one skill it tests that no current enemy does.
4 · TelegraphAnticipation, main, dissipation: how the player sees it coming.
5 · CounterplayHow a skilled player beats it, and how it can be turned to their advantage.
6 · Risk–rewardScore value, and what it tempts the player to risk.
7 · On the curveWhen it first appears, and the existing enemy it combines with worst.
8 · SoundIts spawn cue and its death sound.
GDnD wiki · Challenge types
the pulse pushes the crowd at you
Worked example · enemy card

The Shepherd

LookYellow chevron. Never touches you; keeps its distance.
BehaviourOrbits about a third of a screen away. Every 3 s it pulses, shoving nearby enemies towards you.
QuestionTarget priority: can you spot the harmless thing that's really the threat?
TelegraphA yellow ring grows for 0.6 s with a rising whine; pulse; ring fades.
CounterplayKill it first, or stand so the pulse feeds the crowd into your stream of fire.
Risk–rewardWorth 200, but chasing it pulls you away from safe space.
On the curveAfter Grunts are mastered; worst with Grunts. Harmless with Wanderers.
One minute per pair · the class are the playtesters

Test it like a designer

Readable?

Shown the sketch for one second, can the room say what it does?

Fair?

If it kills you, will you know why, and blame yourself?

New?

What question does it ask that the roster doesn't already?

1:00 per pair · click to restart for the next pair

Exit ticket

“Geometry Wars keeps me playing because …, and the part I'd steal for my own game is ….”

One sentence each, before you leave.

References

Bizarre Creations (2005) Geometry Wars: Retro Evolved [Xbox 360, Xbox Live Arcade]. Microsoft Game Studios.

Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience. New York: Harper & Row.

Jonasson, M. and Purho, P. (2012) 'Juice it or lose it' [conference talk]. Nordic Game 2012.

Poole, S. (2000) Trigger Happy: The Inner Life of Videogames. London: Fourth Estate.

Schell, J. (2008) The Art of Game Design: A Book of Lenses. Burlington, MA: Morgan Kaufmann.

Swink, S. (2009) Game Feel: A Game Designer's Guide to Virtual Sensation. Burlington, MA: Morgan Kaufmann.

Williams Electronics (1982) Robotron: 2084 [arcade]. Designed by E. Jarvis and L. DeMar.

Further reading on the GDnD wiki