We’ve got a bit of a crush on Geometry Wars here at Strongman Towers. The elegant neon take on the Robotron template sort of embodies everything we love about transcendent gameplay experiences.
So, of course, we had to roll our own. Heidegger builds on the herding gameplay of oh-so-many twin-stick shooters, with one key difference: herding is not just a survival technique; it’s the core of the scoring and agency loop.
If you’ve played Geometry Wars 2, you’ve undoubtedly spent quite a lot of time on Pacifism, the deceptively simple game mode where there’s no shooting, just laid-back outwitting of basic enemies coupled with a bit of explosive slalom.
Well, we want to put the guns back in and reward the player even more for methodical herding and situational awareness. You can build your score multiplier by shooting regular enemies, but you can also do it by different mean.
Living dangerously and scraping enemies, getting huge swarms of angry enemies to follow you and ultimately blowing them up with conveniently supplied bomb enemies that wipe out entire swarms of foes, yielding pretty fireworks, massive scores and power-ups.
We also wanted to toy around with more play styles, and so we’re intending to feature several avatars with different bullet patterns, movement speed and crowd control techniques.
In the end, Heidegger will assemble itself a snug little pupa of user feedback, data and ambition, before emerging a fully-fledged and completely unique social shmup that we can’t wait to tell you more about.