Now featured in the StarCraft II Arcade: Ling Ling Rocket, a fast-paced tactical “board game” by Bounty in which two to four players compete to guide wandering Zerglings into a rocket that’s waiting to carry them to the stars. You place up to three arrows at a time onto squares on the board, and the Zerglings then go where the arrows tell them to, whether it’s your or your opponent’s arrow.
As each round proceeds at a break-neck pace, random “?”-marked units throw the game into temporary phases such as “Slow Down” or “Colossi Attack,” forcing everyone to adjust their strategy. To further add to the chaos, Colossi appear every so often just to blow things up and mess with your tactics. Of course, you can use your arrows to direct the Colossi toward your opponents’ rockets -- no doubt they’re trying to do the same to you.
The game offers two modes: “Quickie,” where you and your opponents play for one round to see who collects the most Zerglings, and “Best of 3,” where you’ve got to stay focused for multiple rounds or watch someone else’s rocket blast off to victory.
We asked game creator Bounty a few questions about Ling Ling Rocket, which he graciously answered.
Q: How did you get started in game design?
A: I got started in game design after seeing the original StarCraft II Editor panel at BlizzCon that showed you could do third-person games. I pretty much knew at that moment that I wanted to get into it.
Q: What do you think about the Arcade? Are there any additions to the service that you think would be valuable for game designers?
A: The only thing I would like to see added is the ability for authors to comment on and reply to reviews.
Q: What advice would you give to someone interested in using the StarCraft II Editor to make their own game? Where’s a good place to begin the learning process?
A: I came in with zero coding or game-design knowledge, and I think I have done quite well. I’ve made over 20 games -- Doodad Hunt and Photon Discs, for example. I started with the trigger editor and ignored data completely for about a year or so, and that seemed to pay off well. So my advice would be if you find yourself intimidated by the Editor, just start with triggers; when you feel comfortable, move some things over to data from triggers.
Q: Are there any tweaks coming to Ling Ling Rocket that the community can look forward to?
A: I recently added the "Rocket Rating" system and am in the process of adding skin unlocks tied to player rating.
Q: Do you have any plans for other games? Any future goals as a game designer?
Answer: No, but of course, I would love for this to lead to something bigger. I have a "whatever happens, happens" attitude when it comes to what opportunities my work may bring.
Q: What’s the best way people can follow you and your work?
A: The best place to follow me and my work would be my YouTube channel.
We’d love to know your best tips and tricks for Ling Ling Rocket. Feel free to leave your tactical advice, along with suggestions for future Arcade Highlights, in the comments below.