#2 - Understanding the game loop


Hey everyone!

I wanted to share a little insight into the design behind the core game loop of Guns and Sodas.

I’ve always loved games that reward you for mastering the feel of pressing buttons at the right time.

That’s why I usually gravitate toward games with active input. I really enjoy the feeling of reacting in real time and mastering quick movements.
That said, I’ve played and loved Brotato, and I totally get the appeal of the autobattler genre.  It’s just that for Guns and Sodas, I wanted something a bit more hands-on.


Some of my inspirations:

  • The Binding of Isaac –> for the fun and chaotic item synergies

  • Windjammers –> for the tight timing and satisfying skill execution

  • Dungeon Defenders –> for its solid tower defense mechanics

From that, the loop was born — and it’s built around two key mechanics:

  • Dash: Dashing isn’t just for dodging. It’s how you grab gadgets and trigger powerful Super Shots. These let you upgrade your vending machines and deal bonus damage and effects to enemies.

  • Activate & Upgrade: Activating vending machines mid-fight is essential for surviving waves. Upgrading them means better support, more firepower, and way cooler chaos.

So go wild with that dash key, and never stop upgrading your towers! 💥🥤

Marco

Get Guns&Sodas - Demo

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