Draft — written from the project outline. Rewrite in your own words before publishing.
New project, four people, and a scope statement written before a line of code: this is a demo, not a game.
That’s the part I want to hold onto. Every prototype I built between 2020 and 2022 died the same way — not from being too hard, but from quietly growing until finishing stopped being plausible. So the target here is a small number of rooms where the core loop feels right, and nothing else.
The idea
Most shooters reward speed. This one punishes it.
The player has to engage hostiles while actively not engaging hostages and friendlies, with no time to be careful about it. The interesting failure state isn’t dying — it’s shooting the wrong person.
What we’re building first
- The shoot house. Tight close-quarters rooms modelled on real training layouts, paper targets included. Static, predictable, learnable.
- Then live threats. The same spaces with real, unpredictable targets.
- Then low light. Degraded visibility, which is where the decision-making actually gets hard.
In that order, deliberately. The static version is how we find out whether the room layouts read at all before adding anything that moves.
Team
Two programmers including me, one on UI, one artist.
More once there’s something to show.