Fire from Above!

Fire from Above is a simple 3D shooting mini-game. Players use a rotating machine gun in a fixed window to shoot red enemies and score points, while avoiding hitting blue hostages. The level difficulty will gradually increase!

As one of my early projects using Unity, this game marked an important step in my programming journey, where I successfully implemented the core gameplay prototype.

Genre: Casual Mini Game

Role: Game Designer

Duration: 2 weeks

Tool Used: Unity, #C

User Experience Goal

Empowerment and Control: Playing as a chopper gunner gives players a strong sense of power and dominance through overwhelming firepower and an aerial view of the battlefield.

Intensity and Focus: Fast-paced action and rapid target recognition deliver a thrilling, high-pressure experience that keeps players fully engaged.

Intensity and Focus: Fast-paced action and rapid target recognition deliver a thrilling, high-pressure experience that keeps players fully engaged.

Targeting Audience

The game is targeted at a wide range of players. With its simple gameplay mechanics, fast-paced action, and high replay value, players of any type can easily give it a try. Looking at the design elements included in the game, its military action simulation may prioritize attracting players interested in war-themed content.

My design Insight

Gameplay Mechanic Design

Designed a no-crosshair shooting system with arcing bullet trajectories, encouraging players to rely on visual and audio cues for predictive aiming.

Created an enemy identification system (red enemies vs. blue hostages) to heighten pressure and require rapid decision-making under stress.

Pacing and Experience Flow

Developed a continuously scrolling train and wave-based enemy system to create a dynamic rhythm of tension and release.

Used a gunner’s aerial perspective to reinforce the player's sense of dominance through overwhelming firepower.

System Diagram

mEchanic Features

Hostage & Enemy - Punishment & Reward

Players must shoot red enemies while avoiding blue hostages. Each enemy grants points, but missing too many or hitting a hostage costs 1 HP.

Infinite Train Chambers

Players take on the role of a machine gunner aboard an armed helicopter, flying alongside moving train chambers. Chambers scroll from right to left, and players must clear waves of enemies in each one. With infinite chambers and escalating combat, the game encourages high-score chasing and replayability.

Mouse-follow Onboard Machine Gun

The machine gun's direction follows the player's mouse position. Upon firing, the gun barrel shoots bullets in a parabolic trajectory. There is no crosshair in the game, so players need to aim based on the bullet's flight path.