A straight-forward shooter with bullet hell elements and Gradius style pickups for simple weapon upgrades.
As in all group projects I was highly involved in the game design of this project.
The twist in the game design is that the player's health is represented by a "sanity" meter. The player's sanity ticks down faster for each enemy that is on-screen, and sanity is restored by killing enemies. This turned out to be a balancing act that required a lot of fine-tuning through playtesting and iteration.
The level design itself was very different from most other projects, in that it mostly consisted of placing waves of enemies and progressively tweaking game design metrics.