Flingers is a simple, casual real-time/action Flower Defense game for Android. You fling pellets at the bugs that are trying to eat your flowers.
To fling pellets, you drag on the touch screen to operate a rubbery slingshot.
The game is playable but is not yet very polished.
If you have an Android phone (e.g. T-Mobile G1), open the Market app, select Games, and look for Flingers.
Yes, the name is an Office Space reference.
Yes, I know it really needs sound effects. It has vibrate effects though!
Yes, the red-and-black flies are supposed to have wings. I'll get to that eventually.
Flingers is open-source, under the Apache 2.0 license. The project is hosted at http://code.google.com/p/flingers/
Buglist here: http://code.google.com/p/flingers/issues/list
The main TODO is to make the game deeper and more fun to replay. My current thoughts include:
Allow you to re-position your flowers between levels (e.g. maybe you get to fling flower seeds). This could add a strategy/skill element.
Add another friendly unit type. I'm thinking of a super-flower or a small tree. If you hit it with a pellet, that powers it up, and it winds up its branches and flings a bunch of pellets all at once at nearby enemies. At higher levels you would need to rely on the super-flowers because there would be too many enemies to shoot one-by-one.
Add barriers that the pellets bounce off of (allows bank-shots).
Make the flower-eating more progressive. E.g. maybe the worms eat one petal at a time, instead of the whole flower. The goal would be to make the end-of-game less abrupt and more suspenseful.
A secondary TODO is to make the game more attractive. I don't want to spend too much time on this until the gameplay is better though. Plans include:
Flapping wings on the flies!
A more textured background.
Some details on the worms, e.g. eyes.
Some shading on the circles.
Improve the color choices.
I am kind of liking the procedural animation and the antialiased vector shapes and the high frame rate, so I may resist the temptation to add much in the way of bitmapped graphics.