
A fast aerial arcade shooter.
Gcreator of Game Maker's Toolkit testHow to Make a Good 2D Camera
Gcreator of Game Maker's Toolkit testThe Secret of Mario's Jump (and other Versatile Verbs)
Gcreator of Game Maker's Toolkit testAdaptive Soundtracks in GamesLuftrausers shows how much a small arcade shooter can get from a few tightly linked design choices. Holding shoot fires and releasing it heals, so one button replaces a heal key and makes letting go a decision. The camera leads only while the throttle is held, keeping prey in view. Its song changes instrumentation with your ship parts. Lesson: fold functions into existing verbs and make systems reflect player intent.
From Mark Brown on Luftrausers
Luftrausers makes releasing the fire button the only way to heal. You hold the button to fire, and the only way to repair the ship is to let go. That forces a choice between offence and defence, and it removes the need for a separate heal button or pickups.
Mark Brown describes players as terrified while shooting and anxious to get back in while healing, which gives a feisty back-and-forth rhythm. Releasing the throttle also allows sharp turns. He cites it as an example of a versatile verb: "versatile verbs let you do more, with less."
Luftrausers leads the camera only while the throttle is held. The camera pushes ahead of the ship only when the player holds the throttle. When the player stalls and swings around, the prey stays in view.
Mark Brown calls this "a very natural way of responding to the player's intention and framing what they obviously want to see." The lesson is to tie lookahead to something the player controls, such as speed, held input or an aiming cursor. He gives Sonic Generations (lookahead grows with speed) and Nuclear Throne (camera centers between the character and the cursor) as other examples.
Luftrausers changes its song's instrumentation to match the parts on your ship. The instrumentation of the song shifts with the elements the player has chosen for the ship. The music confirms that those choices matter and reinforces the sense of customisation.
Mark Brown covers it in a talk on adaptive soundtracks. His point is that the score tells the player they have built something personal.
Leads the camera only while the throttle is held, so stall-and-swing-around shots keep the prey in view.
Luftrausers leads the camera only while the throttle is held. The camera pushes ahead of the ship only when the player holds the throttle. When the player stalls and swings around, the prey stays in view.
Mark Brown calls this "a very natural way of responding to the player's intention and framing what they obviously want to see." The lesson is to tie lookahead to something the player controls, such as speed, held input or an aiming cursor. He gives Sonic Generations (lookahead grows with speed) and Nuclear Throne (camera centers between the character and the cursor) as other examples.
You hold to shoot and release to heal, which swings players between offence and defence and removes the need for a dedicated heal button. Releasing the throttle also allows sharp turns.
Luftrausers makes releasing the fire button the only way to heal. You hold the button to fire, and the only way to repair the ship is to let go. That forces a choice between offence and defence, and it removes the need for a separate heal button or pickups.
Mark Brown describes players as terrified while shooting and anxious to get back in while healing, which gives a feisty back-and-forth rhythm. Releasing the throttle also allows sharp turns. He cites it as an example of a versatile verb: "versatile verbs let you do more, with less."
Its song changes instrumentation with the parts on your ship, reinforcing the sense of customisation.
Luftrausers changes its song's instrumentation to match the parts on your ship. The instrumentation of the song shifts with the elements the player has chosen for the ship. The music confirms that those choices matter and reinforces the sense of customisation.
Mark Brown covers it in a talk on adaptive soundtracks. His point is that the score tells the player they have built something personal.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.