Leap tall buildings! Crush stupid robots beneath your feet! Wield your extra-terrestrial powers in the defence of humanity and send those alien invaders back from whence they came! Do all these things (apart from the last one at the moment) in Yoink!
In Yoink, you play as a part time superheroine who can fly, punch really hard and throw fireballs. Her job is to protect the little English town where she lives from waves of increasingly tough robots and aliens by stomping on them until they explode. Defeated enemies drop objects for bonus points and health replenishment, and you need to dive right into the fray to take advantage of them before they pop out of existence.
I had (and still have) some pretty big plans for this game, and it was always a pretty ambitious project despite its small size. I wrote a sprite animation system from scratch. All the buildings are tilemaps arranged in 3D space and described in text files because, as in Super Phoenix, I didn’t want to figure out how to load 3D models! The hardest part was drawing all the sprite animation frames. I’m really not cut out for that kind of thing.
Yoink was a winner in the uDevGames contest in 2003! I put my original post about that here. It was pretty popular at the time and I’d love to finish it properly one day.
Yoink is so old that it was originally made in Metrowerks CodeWarrior and ran on Mac OS 9! Fellow iDevGameser Seth Willits helpfully updated it to be buildable with Xcode, but unfortunately, Apple’s developer software constantly roll forward and leave old things behind, so now it doesn’t work again.
I’ve partly remade the game in Unity. It doesn’t have all the features of the original yet. In particular, it has no levels and a lot of the enemies and objects aren’t implemented yet. It could be brought up to scratch with a few weeks of effort, though.
I may add a download for the original version here at some point, just for fans of Mac OS 9 and early OSX. Here are the original system requirements:
Yoink will run on any G3 or G4 with at least Mac OS 9 or Mac OS X 10.1 and a fast graphics card that can accelerate OpenGL. Under Mac OS 9, CarbonLib 1.5 is required.
Good luck with that!