QuickBlast

A shooter that transports you around the world, testing your tapping skills against hordes of wooden enemies.

Alpha gameplay demo made in Unity.

Inspiration and hesitation

If you were around in the 90s, chances are you’ve played “Duck Hunt.” Let’s admit, it’s a cult classic. My goal was to modernize, while maintain, the same feel of this classic point-and-shoot game. Of course, this also meant being sensitive around the topics of animal cruelty and gun control. In the end, if you want to make a game for the masses you should be conscious of the current political climate.

Pixelated cartoon hunting dog standing in tall grass against a blue sky background.
That dogs laugh will haunt me forever!

Enter QuickBlast, a shooter where your targets are whimsically illustrated wooden animal cutouts.

Cartoon dinosaur-themed game screen with volcano eruption, score combo, multiple dinosaurs attacking, and animated weapons at the bottom.
Travel to the prehistoric times!

Getting it right

When crafting a game, there are many ways to kickoff the design process. For me it always starts with the mechanics. The concept of wooden cutouts was intriguing, but the initial implementation seemed to be missing the “wow” factor. I realized three things when I began to rapidly prototype the game:

  1. Having the wooden boards topple after tapping them once or even a few times wasn’t providing the best level of entertainment.
  2. Simply tapping on the screen was not only repetitive but also tiring. There needed to be some variety; some challenge.
  3. To achieve the feeling of wood, I had to find a way to showcase thickness and weight with the animal cutouts, using 3D in a 2D environment.
Animated bee, ant, and old snail with cane on a blurred natural background.
Simply tapping, like a typical gallery shooter, wasn't doing it for me.

These issues were okay. If it doesn’t work when you prototype, you re-iterate and improve.

In comes the “blast” portion of the game title. What’s more fun than seeing wood explode into pieces!? This idea lead through a breakthrough after many many cups of coffee. It helped add many levels of complexity to the game and addressed all the main issues I was dealing with.

It helped assign strength to different animal types and displayed their halfway points in a 3D design.

Two orange cartoon characters with big eyes each holding a swatch shaped like a panel with dials, buttons, sliders, and a screen; the left swatch is intact, the right one is cracked.
Pterodactyl took 5 taps to destroy. At 3 taps you will see its halfway point in a faked 3D.

To introducing a variety of weapons to select from, each with an ability to inflict more damage than the other, of course with cool off times.

Three cartoon-style ray guns with eyes: a blue one with buttons, a gray one with a flame label, and an orange one with a lightning bolt design.
Left to right: weak/unlimited bullets, medium/4 shots/5 sec sleep, strong/1 shots/10 sec sleep.

The design

The game contained over a 100 illustrated animals, including some mythical creatures.

A grid of 90 small colorful cartoon animal illustrations, including diverse species like birds, fish, insects, reptiles, mammals, and mythical creatures.
Had a ton of fun designing these!

18 weapons, each with their own unique shooting animation. Of course the realistic weapons would have to go. In the end we didn’t want to represent actual weapons.

Cartoon-style collection of 18 colorful weapons and gadgets with eyes, including guns, rocket launcher, star-shaped shuriken, and a pink sheep-shaped object.
Left to right: weakest weapons to the strongest.
Animated grid of 16 different colorful cartoon-style weapon effect icons including explosions, splashes, shurikens, leaves, and a whoopee cushion.
Animations of the weapons when you tap on the screen.

12 levels with three game modes: Campaign, Limited Bullets, and Hardcore.

A 3x4 grid of colorful landscape illustrations including a farm, swamp, underwater scene, jungle floor, desert with vending machine, night city street, Japanese garden, snowy arctic with igloo, forest river, volcanic island, rainbow valley, and a sketch of trees on lined paper.
Different worlds to explore. Bonus a sketch easter egg level!

Beyond

Unity is not my strong suit, and though I was able to create a prototype thanks to some javascript knowledge I possess, the game needs a far more experienced developer to be able to handle all the animation and create a smoother gameplay. Once I find a partner, I hope to bring QuickBlast to all devices!