And it is a proper tweaking. Firstly and without further ado, go and download it and while you’re waiting read about what we’ve changed.
Why we’ve tweaked it
Before I tell you the exact nitty gritty of what’s changed you might want to know why we went monkeying with the secret sauce with one of the greatest videogames ever made, eh? Well, it all stems from the fact that Droid Assault is going to wind up on Steam in the not-too-distant future, and your average Steam punter is perhaps a little more discerning (or shall we say, “scathingly critical”), en masse, than you delightful and forgiving Puppygames fans are.
Droid Assault suffered a few arbitrary and unnecessary limitations in various areas. Firstly it was designed around a rather crappy 320×320 display area (along with our other two minigames, Titan Attacks and Ultratron). The window was fixed, square shaped, and decidedly a bit weird. In this modern day and age it seemed a little incongruous.
Also, the game did rather suffer from being somewhat mindless. It started off reasonably sensible but by the time you got to, say, two thirds of the way through the game, it became an almost random frenzy of blaster fire; 90% of the droids were blown up, including often most of your own droids, in the first 10 seconds of the level, leading to a couple of minutes of relative tedium. Again, this probably wasn’t going to satisfy the relatively eclectic tastes of the Steam demographic, many of whom clearly prefer deeper, more involved games, as our runaway success Revenge of the Titans has shown us.
So, I wanted to make the game a little deeper and more tactical than it used to be, and the following raft of changes is chiefly aimed at getting depth and tactics into this game to replace the random destruction.