Video Game Development at the University of Michigan

Eagle A-46

 
 
Highlights
Developers
Status Completed
Added on January 20, 2008
Platform Windows
Release date January 20, 2008
Download Download
Eagle A-46

A-46 is a 2-dimensional, side-scrolling, shooter game. Game mechanics involve avoidance of moving obstacles and enemies, aiming and firing at moving targets, performing well-timed air dodges, gathering power-ups, and ultimately racking up a killer high score to brag about. The player can move in the eight cardinal directions, fire shotgun shells horizontally, drop bombs vertically, and perform an air dodge to avoid incoming obstacles and enemies. All of this is done while astride a flying mount.

Eagle A-46 has three distinct enemies and three distinct power-ups. Ground-based enemies sport a shoulder-mounted rocket-propelled grenade launcher that they fire up into the sky at the player, parachuting enemies fall steadily to the ground while blasting away with a sturdy AK-47 until touching down and launching RPGs as well, and lastly a piloted aircraft harasses the player from the edge of the screen with bursts of machinegun fire. Power-ups include health replenishment, temporary damage reduction, and temporary scoring bonuses.

Fitting the Theme:

In our game, Eagle A-46, Stephen Colbert displays his unwavering patriotism by taking up arms in support of the United States troops in Iraq along with his trusty eagle Stephen Jr. (a.k.a. Eagle A-46 according to Wikiality). In Iraq Stephen and his trusty avian companion are confronted by the greatest threat to humanity?terrorist bears more commonly referred to as bear-orrists.

This game honors Stephen?s loyalty to his country, his friends, and his fellow man. He personally fights the battles too great for the rest of us, ensuring our safety and saving countless lives of brave American soldiers. He is the truest of patriots and our game is aimed at underlining that fact.

Member contributions

Created the project account on the Wolverine Soft site.

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Written by Stephen about 2 years ago

Edited by Mitchell Bloch about 2 years ago

Fun the first time around, but lacks depth further on as it gets repetitive. Some sort of level system or increase in difficulty or number of attackers would give it a much more playability.

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Written by Jason Giroux about 2 years ago

Edited by Mitchell Bloch about 2 years ago

There is actually a leveling system internally within the game. As you score more points enemies spawn more frequently. Remember accuracy counts for a lot, so if you want to get to harder areas you have to be accurate :)

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Written by The Developer about 2 years ago

Edited by Mitchell Bloch about 2 years ago

The main selling point of this game is the score system. Accuracy plays a huge part in this game and even though the player might not see a level system. A level system exist. It effects the score and the spawn rate of the enemy. A player levels up passing a certain amount of score. Another game mechanic that isn't shown is the clock is useful to time the powerup spawning (there is a 15-30% chance a powerup will spawn every 15 sec) We did have alot of flaws when we made this game and thank you for the critic :D

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Written by Stephen about 2 years ago

Edited by Mitchell Bloch about 2 years ago

Well then there should be a change in background or something to indicate progression. I feel that it's just repetitive unless there's something to tell me that the levels are there. A bar that shows how much more I have to do to get further, a new color in the background, or a new environment. Something to keep my ADD mind at ease.

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