Monthly archives: December 2018

A Non-Shooting Space Shooter 0 comments

Using the color changing mechanics, Chroma Shift is already a unique title within the niche market of space shooters. But as the title of this post alludes to, Chroma Shift | Remnants isn’t a shooter. Well, some enemies will eventually shoot at you, but since the player will not be firing off any weapons, a “non-shooting shooter” is what it is. There’s no prolific reason why we chose to make the game this way. We just wanted to see if we can overcome the design challenges this creates while still making a crazy fun game. And the challenges are many.

So How Does the Player “Attack”?

You’re in a scout ship from a utopian world that never experienced violence, so granting the player a weapon just didn’t make much sense. With that said, the main ability of the player is to phase into another dimension. During this shift, a small vacuum is created that attracts and absorbs fusion cores around the player. A side effect of the shift is that it grants the player with an insurmountable destructive force to objects that match the dimensional frequency (color). The player can use this to destroy incoming enemies and obstacles and even diffuse laser based projectiles along their adventure.

TL;DR: If you activate your protections, you can ram your enemies into oblivion.

What other abilities will the player have?

The purpose of the player’s ship is to explore areas that are too hazardous for most others. To this end, the player’s ability was mostly designed with speed, avoidance, mobility, and survival in mind.

      • Gear Shift – Allows the player ship to adjust the speed like they would in a manual transmission vehicle. Slow down to a near stop to let something fly by or kick it into high gear and outrun the threat, it’s your choice. (This is something that has not been done since most space shooters play in a static screen-space.)
      • Decoy Drone – Provides a cloned signature for enemies and other threats to attract to. This will provide that much-needed protection from the overwhelming odds ahead of you.
      • Last Stand – is a powerful ability that freezes time slightly before the time of death, then pulls in resources in hopes of gaining the required cores to survive the collision.
      • Phase Shift – gives the player a short-range vertical teleport maneuver. Using it in rapid succession will be the key to getting past some of the craziest obstacles.


With all of the abilities and collecting fusion cores to change colors, context-sensitive actions (e.g. collecting data, or preventing yourself from being sucked to a BLACK HOLE, etc.,) among varied enemy types, you’ll have plenty of things to do in the moment to moment gameplay sequence. You may wish you had a gun, but it’ll be because of survival, not because of boredom.

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