Cannons
Cannons is an experiment wrapped in the guise of a small strategy prototype. The player commands an air balloon drifting over an isometric battlefield, click to move, hover over enemies, and strike when the moment feels right.
At its surface, the game wears its inspiration proudly: a nod to the Clash of Clans aesthetic. But beneath that, Cannons became a playground for learning how to build living defenses, track targets, and make every projectile arc through the air with weight and consequence.
Behind the Project
The project began with one simple vision: a village defended by cannons, an air balloon tasked with bringing them down. The map became an island fortress surrounded by water, its heart marked by clustered buildings and five scattered towers.
From a technical perspective, the focus was on two challenges:
- Designing a system where towers could rotate toward the player in real time
- Creating projectile trajectories that curved and fell believably with distance
The balloon and the towers both carried health points, adding a layer of tension: every hit mattered, survival was never guaranteed.
Along the way, the project became a chance to explore:
- Isometric tiling in a 3D atmosphere
- How enemy tracking and aiming systems can shape gameplay
- Balancing mechanics so both player and enemy feel threatening, but fair
- Map design that combines strategy layout with visual storytelling
What to Expect
Cannons is a single-level prototype. It isn’t about progression or polish… it’s about testing mechanics and learning how they feel in motion.
In this small experience, you’ll find:
- Control an air balloon with simple mouse input (right-click to move, left-click to attack)
- Navigate an isometric map surrounded by water, with a fortified village at its center
- Take on five rotating cannon towers that actively track and fire at you
- Survive by managing movement, timing, and health under constant fire
A Few Known Limitations
- One handcrafted level only (no progression or campaign)
- Mouse input only designed for desktop play
- No save or persistence system (game over = restart)
- AI is functional, not advanced but just focused on proof of concept
- Still in prototype stage, with bugs and polish pending
Why It Exists
Cannons exists because curiosity demanded it.
What started as “how would a cannon track and fire at a moving target?” grew into a complete little ecosystem: an island, a village, a balloon, and a battle that only ends when someone falls. It’s not meant to be a finished game, but rather a space to learn and push boundaries.
The project became a workshop for experimenting with Unity’s 3D capabilities, testing projectile math, and shaping gameplay around pressure and survival. It wasn’t about publishing but building, breaking, and discovering.
And yet, it’s playable. You can try it directly in your browser: