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hobby Spring 2022 Source lost

Blink shooter (two-colour dimensions)

A Python shooter, made during a game jam at Torshus folkehøyskole. It used the webcam to detect blinks, and every blink flipped the player between two colour dimensions. Only your current colour could damage enemies of the same colour, so you had to control your blinks to stay in the right one.

Two minutes of gameplay.

Top-down screenshot of the game on a white background. The player ship sits in the lower-right; the field is scattered with blue and orange polygonal enemies. A left-hand panel lists nine upgrade slots: Movement speed, Max Health, Health Regen, Reload Rate, Bullet Damage, Bullet Speed, Refresh rate, Projectile damage, Projectile speed. A right-hand panel shows the player's blue special-attack icons.
Mid-game, blue dimension. The orange enemies are untouchable until the next blink.

The mechanic

What I learned

That a game's "core mechanic" is whatever the player still talks about the next day. Nobody remembered the upgrade tree; everybody remembered trying not to blink. Constraint-driven design beats feature-driven design.

The Python server code is lost; folkehøyskole files did not survive the move. The video above is most of what is left.

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