I just submitted sixty second shooter to Indiecade, and they asked for an 'artist's statement' ... I don't really consider sixty second shooter 'art' but here's what I came up with:
sixty second shooter was intended to be the sort of game that rapidly induces a "Csikszentmihalyi flow state" - that state of mind where the player is focused on just the game and the rest of the world fades into the background - and also to cause frequent heart-racing adrenaline rushes, by mashing up the retro ‘twin stick’ (although sixty second shooter uses keyboard and mouse) arena shooter genre with the sixty-second time limit games popular on Facebook.
Like the hardcore shooters of yesteryear, repeated plays build player skill, reflexes and hand-eye coordination; but the strategy is not as simple as shooting anything that moves: understanding of the game mechanics are required to maximize your score. In fact, if you excel at the game’s strategy, you can keep the game in a slow-motion mode that ‘levels the playing field’ - so someone with mediocre hand-eye coordination and reflexes (like myself) can still earn a top spot on the leaderboard.
sixty second shooter was also intended to be a perfect low-friction 'coffee break' game; a player with only a few minutes of spare time can open their browser and, after a nearly instantaneous load time, are playing a short game that they know will be done before their next appointment. They can get in, improve their standing on the leaderboards, and get out.
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