VECTORFIELD

VECTORFIELD is a momentun-based, top-down arcade shooter focused on clean mechanics, strong movement feel, and reactive visual effects.

The game is intentionally minimal in its controls, point and shoot, allowing players to focus on positioning, momentum, and timing rather than complex inputs. Visuals are built around simple geometric shapes, enhanced with particles, trails, and post-processing to create a fast, responsive environment.

This demo represents the core gameplay and is intended for early playtesting and feedback.


VECTORFIELD

Gameplay

  • Top-down, momentum-based movement
  • Point and shoot controls
  • Fast paced arena combat
  • Physics driven enemy behaviour
  • Dynamic ammo pickups thaty enter the arena from off-screen
  • Bouncy walls to allow momentum to build


Demo Features

  • 1 playable level showcasing the core mechanics
  • 2 enemy types, including ranged and melee
  • 2 ammo types with different behaviours
  • Movement based on shot recoil
  • Dynamic enemy waves
  • Visual effects: particles, trails, post-processing
  • Parallax starfield background with procedural nebula and shooting stars
  • Original synthwave soundtrack (currently 1 song)
  • 8-bit style SFX
  • Save system tracking fastest completion time and shots fired per level. NOTE: Only available on download, not on web.

Demo Disclaimer

This is an early demo/prototype

  • Art and UI are placeholder in some areas
  • Balancing is still in progress
  • Bugs may be present

The goal of this build is to gather feedback on:

  • Movement feel
  • Combat pacing
  • Enemy behaviour
  • Visual clarity
  • Overall fun


Controls

  • Mouse - aim
  • Left Click - shoot

(additional controls may be added in future builds depending on feedback)

Future Plans

Currently 2 ideas circulating in my brain for where this project can go.

Level Based

  • Expansion of levels - aiming for 12 total
  • More enemy types - aiming for 6
  • More ammo types - not just aiming for more, but looking to introduce more unique ammo types
  • Boss fights - aiming for 2
  • Story - aiming to include a story told through phone conversations before and after each level
  • Expansion of sountrack
  • Polishing UI and art
  • Polishing sound design
  • End goal is a full release here

Incremental

This would require a revamp of the game. Ammo drops would be removed and the difficulty would be ramped up.

The player would choose which ammo type to enter the arena with, and they would battle all enemies until they inevitabely die from lack of ammo. 

The player would then earn money to upgrade their ammo capacity, weapon type, damage, health, etc. The longer they last in the arena, the harder and more frequent the enemies are.

There would be minibosses and major bosses along the players progression, and they would need to defeat the final boss to beat the game and unlock the endless mode. 


The decision on which one to pick out of these two will hopefully be helped with your guys feedback!


Feedback

Any feedback is very welcome, positive or negative!

If you have thoughts on balance, controls, visuals, or bugs, feel free to leave a comment or reach out.


Built with

  • Unity
  • Original music made in FL studio
  • SFX made using sfxr.me




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