WH40K - War Diver
A fast-paced 2D PvE shooter where players eliminate orcs using strategic weapon play and timed supply drops.
This 2D shooter I created draws inspiration from Warhammer 40K: Space Marine, a 3D action shooter. After analyzing its gameplay and core mechanics in depth, I deconstructed its design and reimagined key elements using my Unity programming skills.
Genre: Fast-paced 2D Shooting Game
Role: Game Designer
Duration: 3 weeks
Tool Used: Unity, C#
User Experience Goals
In the game, players take on the role of a powerful Astarte soldier to eliminate waves of green-skinned orcs. Victory relies on the strategic management of limited weapon resources to overcome enemies that vastly outnumber the player.
Empowerment: Visual and audio feedback—like heavy armor, explosive sounds, and brutal kill animations—amplifies the player’s power fantasy, balanced with challenge in true Warhammer style: strength unleashed against overwhelming odds.
Smooth Combat Flow: The game emphasizes seamless transitions between melee and ranged combat, delivering a fast-paced and impactful combat experience.
Tension: Relentless waves of orks and chaos troops create constant pressure, making even powerful players feel vulnerable. Surrounded by destruction and chaos, the battlefield heightens tension, demanding sharp focus and quick reflexes.
Targeting Audiences
This game is primarily aimed at players who is looking for high-intensity combat and smooth, shooting elements, and seek adrenaline rushes. It is also suitable for Warhammer fans who is familiar with the Warhammer 40K universe and eager to experience the honor and heroism of being a Space Marine in-game.
Design Consideration
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The game's controls are simple, and any player can understand them within seconds, making it accessible to players of all skill levels.
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The game includes various artistic elements in the maps to help players instantly understand their location and distinguish enemies and terrain clearly.
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Every action and shot taken by the player are accompanied by sensory feedback. When a player's weapon successfully damages an enemy, the enemy displays obvious signs of injury, along with direct damage numbers.
PlayTesting & Interation
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Players had only a very limited selection of weapons, and the map was mainly composed of 2D game components in different colors, making it somewhat monotonous. The tutorial was text-heavy, and the only feedback system was auditory cues during player actions.
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Players did not understand all the key operations, as they disliked reading text and preferred to learn by directly engaging with the game. Although they received feedback through sound effects and animations while controlling characters, the lack of intuitive environmental patterns and reference points meant players were unsure of their location or whether they were moving. Additionally, players felt confused when attacking enemies with weapons, as they were uncertain if their attacks were hitting the enemies and if they were inflicting effective damage.
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Simplified the tutorial for individual functions and increased the overall length of the tutorial. This allowed players to clearly and distinctly learn all key operations.
Added numerous corresponding art patterns to the game map to help players understand if they are progressing or moving.
Implemented different hit sound effects for melee and ranged weapons, and on the visual feedback side, added displays showing when enemies are attacked and the damage inflicted.
Design Process
Mechanic Features
Ranged Weapon
Players can switch between a semi-automatic pistol with unlimited ammo and a powerful, limited-ammo machine gun. The pistol is ideal for weaker enemies, while the machine gun is best for large groups, requiring strategic weapon choices during combat.
Melee Weapon
Melee weapons excel against swarming foes, while ranged weapons target single enemies. Players can upgrade melee weapons by collecting supply blocks, turning a dagger into a machete—offering greater reach and crowd control.
Enemies
Enemy variety enhances the experience—differences in size, health, and speed push players to adapt their strategy. While powerful weapons allow for aggressive play, careless players may still be overwhelmed as enemies support each other. Stay sharp!
sENSORY fEEDBACK
What makes shooters satisfying? It's the impact—bullets hitting enemies, bursts of red, popping damage numbers, and sharp hit sounds. Combined visual and audio feedback is key to delivering that powerful sense of connection and impact.
Stretchable Camera
In the game, player visibility matters. This 2D shooter uses a stretchable camera based on two points: the player’s position and the mouse crosshair. The camera dynamically zooms based on their distance, allowing players to see ahead without revealing the entire map.