Monthly Archives: January 2012


Last night I made a small prototype called Withdrawl. It’s kind of a standard space shooter type thing, but with a few twists.

In short, you have no lives, and instead as you take hits or let enemies get past your ship slowsly changes into an enemy ship (currently it fills up in the color of the enemy ships, see the screenshot below). If it fully changes, you lose.

Along with this, how much ¬†your control over the ship is determined by how full the bar is – if it’s very empty, your ship will shake and drift more, making it harder to hit enemies.

Thus, the idea is to keep your ship as full as possible without actually getting filled. It’s in some serious need of tuning right now, but it’s a mechanic I like.

Anyways, if you want to check it out it’s available as a zipped folder here. You will need XNA framework 4.0 and .NET 4.0 to play.

This is also really demonstrates how shitty XNA is for making prototypes – they’re a pain in the ass to share with others. I’ve been thinking of migrating to something more portable for a while, this is just another reason to.