avoidance games

For a long time I thought a shmup was the easiest type of action game to make, but recently I've found an even easier one: avoidance games. Avoidance games are basically shmups without the shooting, which just leaves the dodging. I've made a couple of these so far, both of which only took a couple of hours to slap together: Evil Sports, which I finished last night, and An Angel Dances in the Sparks of a Bonfire, which I made the day after I released Flower Visit. I kind of want to make a third one now and call it a trilogy...

Anyway, I think you can lump avoidance games into three major categories: fixed, deterministic, and random. These categories are technically applicable to all games, but the nature of avoidance games really makes them lean into the implications of each, so they're a good case study.

Since I've made a deterministic avoidance game and a random one, maybe the third in the trilogy should be a fixed game... it could be cool to randomly generate stuff to save time, but then just always use the same seed so it's identical every time. Maybe New Game+ unlocks random seeds, or maybe the seed is the current date... or maybe you get to work on Love Eternal already, ya lazy slob!! Ahaha later