A downloadable game

gameplay:

Joystick left-right for gun movement. 

Goons are best dealt using strafing (immobile approach won't necessarily score a hit, depends goon type).

Joystick Up for Mid Zone targeting, Up again for Far Zone targeting, Up again (or Down) to resume Near Zone targeting.

Joystick Down for Punt Speed. 

loops:

Hitting near goon eventually generates far supply crate.

Hitting far supply crate illuminates current bonus.

Bonuses are immediately applied.

Achieving required goons advances a level and restores fuel, health and required. Any bonuses are reset.

todo -> [game loop] ship departs which wins the game.

symbols:

LVL: Current level.

R: Goons Required this level.

Fuel bowser for fuel remaining.

Heart for health remaining.

Shield protects against deck goons.

helpers:

Deck turns red on poor health.

Warning beeps on critical health.

gameover:

Carousel UI defines what ended your game and shows highest level obtained.

notes:

GAME - NTSC

WIP 09a - NTSC | intro (lol, lovfy glyphs no flicka mayte); 262_60; most loops. 

WIP 07 - NTSC | game loops, scenes and sounds; removed artifacts over deck; timing gun movement.

WIP 05f  - NTSC | bonus icon highlights; game over on empty fuel or health, UI shows reason; critical health warned through changed lever color.

WIP 05e  - NTSC | bonus icon flashes on supply crate threshold hit depends near goon threshold hits; game over on empty fuel.

WIP 05d - NTSC | game loops added.

WIP 05c  - NTSC | game loops added; removal health rotation UI intends show elsewhere; notion of game over on empty fuel.

WIP 05b  - NTSC | deck goon slugs health, focuses UI depends context.

WIP 05a  - NTSC | deck goon - pull lever back to partially or fully lose. 

WIP 05    - NTSC | mid zone goon swaps on respawn - uses some provisional glyphs; flashing light effect on near zone goon.

WIP 04c  - NTSC | alternate colors goon zones firing.

WIP 04b  - NTSC | notion of  mid zone goons firing.

WIP 04a  - NTSC | mid zone water decal; snug decking, decal; reset switch.

WIP 04    - NTSC | near zone goon movement; twinkling stars.

WIP 03e - NTSC | remaining mid zone goons speed up; night's star field increased, coloured.

WIP 03d - NTSC | wipeout mid zone goons to respawn; darkness sky; humble star field. 

WIP 03c - NTSC | day-to-dusk cycle; alternate rotating gun on gun movement left_right.

WIP 03b - NTSC | sky effects using timed themes.

WIP 03a - NTSC | modest muzzle flash; ‘difficult box, I mean why not?’ and, ‘box-go-blue’ like everything else on a lever speed event; also, foam.

WIP 03   - NTSC | far zone targeting; hit detection all zones; contextual UI upgraded; playing around with gunshot visuals.

WIP 02g - NTSC | mid zone targeting; 'playing for' icon; shield demo.

WIP 02f  - NTSC | mid zone goons; mid zone, near zone move patterns.

WIP 02e - NTSC | pseudo 3d firing.

WIP 02d - NTSC | notion of a goon firing; additional goon.

WIP 02c - NTSC | distant movement (box sprites); backwash goon's color change; lose-a-goon when speeding up your punt.

WIP 02b - NTSC | partially submerged goon in the backwash; de-tethered animation between goons; distant goons (box sprites).

WIP 02a - NTSC | positive/negative sea patterns; readouts; color theory on gunfire; gun sprite.

WIP 01_ - NTSC | coding 'inside-out' using Roll Play, a previously released game.

WIP 00_ - NTSC | Goonboat follows on from Goon Nights released in 2019 - the first game in the series.


Updated 1 day ago
StatusReleased
Release date 48 days ago
Author:: Glenn Main
GenreAction
Tags4k, atari-2600

Download

Download
goonboat_wip_09a.bin 4 kB

Install instructions

Use this file with an Atari 2600 emulator (available all platforms when accessed online). 


Development log