The capsule wars

Game Development

Game Hero Image

About the Project

The Capsule Wars is a 2D side-scrolling pixel-style game where players control a capsule inside a human body under attack by a virus.

The goal is to simulate the destruction of the virus by maneuvering the capsule. Players must navigate through levels, avoiding attacks, and ultimately defeat the boss virus.

Key Features

2D Side-Scrolling

Player controls a capsule inside a human body under attack by a virus.

Pixel-Style

The game's art is created using a combination of traditional pixel-style painting software Aseprite and 3D software Blender.

Character Design

The virus is a spiral, polyhedron, star, or other odd shapes.

The capsule is a typical medicinal capsule shape, slender and cylindrical, divided into two parts.

Boss Skill & Player Buff Design

Six boss attack methods, three player buffs, and two player attack methods

Inspiration

nspired by the game "Jetpack Joyride" and the animated film "Osmosis Jones," this game combines traditional arcade level design and combat mechanics with a simulation of the human body's internal environment.

Gallery

Technical Details

Engine: Unity 2022.3.55
Platform: PC
Team Size: Solo Project
Development Time: 3 Months
Role: Game Developer & Designer

Play the Game

Development Process

In The capsule wars, the story is that a sick person's health deteriorates after failing to find an effective treatment. In his desperation, the medical community proposes a new treatment method: injecting microcapsules to combat the virus. He decides to try this new therapy.


1. Inspiration & Concept

Inspired by the game "Jetpack Joyride" and the animated film "Osmosis Jones," this game combines traditional arcade level design and combat mechanics with a simulation of the human body's internal environment. It immerses players in the exploration of the wondrous world inside the human body and observing the battle between medications and viruses.

  • Core Narrative: Simulate the destruction of the virus by maneuvering the capsule.
  • Player Mission: Hide from the attack of the disease in the immune system and use the medicinal properties of the capsule to eliminate the virus and save the boy.
  • Central Ability: Move up and down and switch the capsule horizontally and vertically, make rational use of the buffs that appear and complete the attack on the boss.

2. Boss Skills & Level Design

The boss has six different attack types, each with a unique attack pattern and range.

  • Sweeping Beam: A beam sweeps from left to right, then sweeps up and down.
  • Vertical Combo: Launches a series of vertical attacks from above. This skill has a warning indicator.
  • Triple Horizontal Attack: Launches a three-row horizontal attack wave, attacking from above and from the sides.
  • Claw Attack: Launches a claw attack from both sides simultaneously, setting up multiple attack points around the player.
  • Reverse Sweep: Launches a single horizontal attack from right to left.
  • Lock-On Vertical Beam: Fires a vertical beam from top to bottom. This skill locks onto the player's position and has a warning indicator.

In general, the Boss's skill design combines horizontal, vertical, area locking and multi-directional attacks, and gives players reaction time through an early warning mechanism, testing the player's movement and dodging ability.

The game's levels are designed with a gradual increase in difficulty, aiming to guide players toward mastery of the game's mechanics.

  • Level 1: As an introductory level, this level focuses on familiarizing players with basic controls. The interface clearly displays the player's health, shield, and score. The boss's attacks are infrequent and their attack patterns are relatively simple. his allows players to dodge a small number of attacks while familiarizing themselves with the boss's various skills and practicing attacking them.
  • Level 2: The difficulty begins to increase. The boss's attacks become more frequent and intense, and they begin to combine different skills, placing a higher demand on the player's dodging abilities. Power-up items such as "Buffs" and "Shields" are introduced, requiring players to strategically choose between using offensive skills and picking up items. Destructible obstacles are also added to the game, adding more variables and strategic dimensions to the levels.

In short, level design starts with basic teaching, and continuously improves the challenge and enriches the gaming experience by gradually increasing the complexity of Boss attacks and introducing new game elements (such as boost props and destructible obstacles).