Designed and created to demonstrate my coding and artistic flexibilities for various platforms.
Nuke activated, count down begins...
Under the pressure of preventing a nuclear tragedy, you quickly but carefully race through the stages to disarm the nuclear device. The total time is 300 seconds but a failure in any stage will cause an immediate detonation.
The game consist of a series of mini challenges set upon the theme of accessing and neutralizing the bomb. It is not meant to be a long game, as time is really the adversary. The top screen hold the big count down timer which has the sound effect of "ticks" (yes, I know it's a digital display but...why not...it's a digital tick). In the last several seconds, the countdown becomes more animated (flashing and sirens); just for added tension.
To aid in the progress of each stage, two indicators will display the statuses. Depending on the stage, the danger maximum can be reached in a couple of errors to several.
Stage 1
“ Opening the access panel on the bomb...”
The panel has nine buttons, each producing a particular tone and flash when it is pressed or activated by the device. A round in the game consists of the device lighting up the buttons in a random order, after which the player must reproduce that order by pressing the buttons.
The countdown timer will freeze as the pattern is flashed and commence again when you must repeat it. The number of flashes will increase but the duration will shorten; don't blink, you may miss something.
There will be several rounds (start at 4 flashes and maxes at 12). Successes will show as "safe" increases but errors will increase the "danger" indicator (about 4 errors).
Remember don't waste too much time.
Stage 2
“ Where did the blue-print say to re-wire this thing?”
At the beginning of this stage, a map of symbols/colours are shown for as long as you want (timer is blank). The player is suppose to memorize the map. A tap or button press will resume play and the countdown continues.
The required matching patterns are presented and the player must wire (draw a line) between those memorized points without touching anything else. Also dummy points are created too.
Each mistake cause the danger indicator to increase (by 4 segments). The stage ends when the last pair has been picked up. Simple, but please memorize and don't write the map down.
Even then you must draw the wires properly and that should eat up time.
Stage 3
“ Damn...the core is exposed and deadly particles are streaming out!”
Coloured particles are spewing from the core, to the sides are matching panels. The purpose is to drag as many particle to their respective panel.
Each success will raise the "safe" indicator but any mismatched particle to a panel will raise the "danger" level. The matching particles/panels repel each other too.
It's a race. This stage is quite quick but can become frantic.
Stage 4
“ Almost done, must fit the proper control rods to neutralize the core. Got to think...”
This is inspired by the board game "Mastermind". Four unique parts and six slots, find the combination. Drag the rods into the slots then press the "SET" button to determine the result. A message will tell you what is correct. You have eight turns (two danger marks increase per turn) to solve this last stage.
It is a very simple turn base type challenge but the count down is in real time, so don't ponder too much between turns.
Think logically and use the feedback.
Remember this is the last stage, time is winding down.
...Outcomes
With a loud "Click", the screens immediately turn white, slowly followed by the sound of an explosion...fading into an image of a mushroom cloud. FAIL!!
But if you do succeed, no fanfare, just the time left will be displayed.
To try again just press the "start" button.
Everything will be randomized.
Demo to production...
This demo just has the nuke level. For production other levels will be available, leading to the nuke level and afterwards too. Each level have its own stages and time limit.
Initially start disarming a fire cracker, then a pipe bomb, rigged gasoline tank, and so on... til finally the nuke. The nuke is not the ultimate; next would be a Cobalt bomb (takes out a continent), Antimatter device (destroy a planet) and then a Singularity weapon (wink out a solar system).
The production version would be a whole set of mini-games under the pretence of disarming devices. Unlocking new levels and constant replay to get the best time.
NOTE: Though the DS code/resources can not be ported to another platform...at the moment, revising the concepts to design a tablet/mobile version.