Zim, Min & Pigeons

game

EDIT: You can now zap the pigeons by clicking on the left hand side of the screen. Anywhere to the left of Min's gem will definitely work. Thanks to https://mushu55t.deviantart.com/ for pointing out to me people who want to play with tablets would have a hard time with the spacebar.

Wow, textwall much. Here's the TL:DR version. https://savagebinn.deviantart.com/ is having a contest. This is my entry. I'm a big fan. Click on the right-side screen to learn how to play. No pregnancy involved 'cause it's an all around bad idea in this case. Please don't be rude to Binny guys. Zim tried to turn Dib into pigeon but Min fell for the trap instead, now he has to save her except he cant because game. Lots of changes took place in the (relatively)short time I took to make this and now I'm happy with it. Enjoy.

Well here we are, a finished game of mine that doesn't involve pregnancy for once. Not bad for less than a months work eh? Click on the tutorial screen on the right of the preloader to learn how to play.

Anyway, this is a contest entry for https://savagebinn.deviantart.com/ of whom I've been a massive fan for a very long time. In fact, she was one of my very first inspirations. So when the opportunity came, I just to use this as an excuse to actually make a game of one of her charcaters. I've had this idea for quite a while.

With that said, some of you might be wondering why I didn't simply make interactive pregnant Min. It would be an obvious opportunity to explore and show her character and her relationship with Zim. Min even falls pregnant with Zim's child in her story (or at the very least, Binny designed her lovechild). Well, it's becaise I would have been violating two of the contest rules. I'm doubtless that animating pregnant Min when I have an obvious pregnancy fetish would violate the"no fetish content" rule. Not to mention using Binny's characters in that context at all strikes me as a very bad idea if I want to stay on her good side. I'm also only allowed to include Zim and Min as charcters (pigeons and falcons don't count, being essentially props in this case) that means I can't include Mins baby boy.

Needless to say, I would appreciate it if you all behave as gentlemen when dealing with Binny (unless you're a girl, in which case you should behave as a lady, obviously). A fair number of deviants in the past have, shall we say, "misinterpreted" her tasteful nude artwork and I don't want to add to that problem.

Now for the story, it's pretty simple.
One day, Zim decided he would get rid of his arch nemisis Dib once and for all by building a machine to turn him into a Dib sized version of whatever animal he shares it with. In the hopes of turning him into a useless pigeon, he sets bait in the form of a bucket of delicious chicken meats and monitors his trap from far away.
Unfortunately, Zim being Zim, forgot to inform Min of his plan and chicken meats just happen to be her favourite food. So of course she thinks Zim has left a present for her, jumps in and chows down. Due to Gir chewing on his communications equiptment, Zim must defend Min from the incoming swarm of pigeons using Electric conduits from his house. If he fails (and he will!) Min will be turned into a giant pigeon.

Before anyone asks, no, you can't actually save Min. The game will literally keep getting harder and harder until you are facing 24 pigeons a second moving at speeds upwards of 100 pixels per tick! You will literally crash the game from sheer multitude of birds before you save Min from a feathery fate. But it's okay, if Zim and Dib can get turned back from Bologni then Zim can certainly use his base's equiptment to turn Min back into a gorgian.

Onto the development of this, for those maybe 10 of you interested. It started out a lot more complex on paper. there were actually a total of 6 birds that would approach Zims defenses including the titular pigeons and the life-saving falcons. These were sparrows (erratically moving small targets), crows (large slow targets that needed to be zapped two or more times),ducks (pigeon sized targets that speed up when zapped) and parrots (which were immortal unless zapped in pairs). In fact, I even had the idea to include "boss birds" like pelicans, but ended up dropping the idea.
One by one, all of the extra birds were cut save falcons. The ducks were the first to go, I never felt quite right with the ducks being that far in land after chicken meat. I also realised that the pigeons already sometimes group together in ways that require a dual strike, making the crows current purpose pointless. The duck was quickly replaced by the crow, who would retain it's drafted hurt-speed until it was scrapped.
Parrots were next. Since the game essentially required you to attack groups they're either going to be redundant or impossible to target due to other pigeons.
I cut the crows next. By this point in development, I'd realised asking players to zap a target like that was probably going to be agony, especially since it essentially required them to give up whatever chain they had to have any chance of destroying it in time. Not to mention the pigeons really don't need any help.
The sparrow was much harder to cut, in fact, he very nearly made it into the game. I noticed at one point that the most exhilerating parts were when I had just missed and very quickly needed to catch all the pigeons again before I lose a falcon (or die). So I was very tempted to occasionally throw a very hard to hit target at the player. Eventually though, I decided to cut the sparrow for the same reason I cut the crow. The pigeons really don't need any help, and it's better to keep the game as simple as possible.
However, falcons, and even pigeons didn't stay the same during development. Falcons probably had the most changes. But the thing I changed the most, was the difficulty curve. In my earliest versions of the game, pigeons were actually worth MORE points the closer they are to Min, not less. I changed that because you had to wait for the pigeons to get all the way over to Min in order to get the best overall score, and even worse, I noticed that killing the pigeons before they get close to Min is much harder then only killing them once they're in close proximity. In addition, the recharge when you miss-click was proportinal to the amount of pigeons you had targeted. I changed this to a set amount, as I realised that missing when you had hardly any targets was barely a slap on the wrist and missing when you have massive numbers is practically a death sentence.
It was a long time before I was truly happy with the difficulty curve. It either took too long to get going or skyrocketed into impossible land like you wouldn't believe. I made a special system that determnines the rate at which the difficulty climbs. Near the start, it's comparitively steep, but once a "sweet spot is reached (a difficulty just below what I find fun) the curve slows down , in other words, the curve has a bit of a "bend" in it. Starting of slightly steep then climbing much more gradually.
That's not to say the ascention of the difficulty was the only thing making the game too hard. In early versions there was no "panic mode" so to speak. The pigeons didn't slow down at all once they got close. Even worse, Falcons in their first draft only took out a single pigeon each, harldy a life saver against the unstoppable horde. What's more, their appearance, while less likely the more you already had, was decided at random. I hated the way the game would reward blind luck like that so the falcons appear at set intervals now. the first one appearing relatively quickly and rest much further spread.
Even after adding panic mode and making falcons take out big lines of pigeons, I still wasn't very happy with it. Being overwhelmed is often enough to throw you off your game, and whatever pigeons were left would immendiately group up again anyway. To that end, I added falcon intimidation, slowing all the pigeons left considerably and stopping their production gives the player a very good chance to get back on their feet.
Finally, I added a proper "wave" system to the game. No one can keep up the offence forever and players need an opportunity to actually use the pause button present (or get to just relax a spell). Almost immediately after adding the wave system, I added a means of shortening it if all the pigeons are dead. Call me impatient, but I don't like to have to wait around too long at the end of a wave.

Lets see, copyrights and credits I guess.
Music used: "Hardcore Elephants" by Haloflooder on Newgrounds (I did need to cut out a good 45 seconds of the song, as it didn't really fit the mood I was going for). Here's a link... http://www.newgrounds.com/audio/listen/337945
Sounds: The Games Factory, Kilk & Play, SoundBible.com (I think, they were attribution 3.0), Phoenix Wright: Ace attourney and of course, the big NO when you get game over is from the show IZ itself.
Zim copyright Nickelodeon/ Jhonen Vasques (not sure on this one)
Min copyright Savagebinn
besides that, art and programming are done by me in Adobe Flash CS5.

Publisher: DeviantArt
Developer: Barn-flakes
Language: en
Year: 2012