For my game analysis, I will be analysing the early 2000s indie game Alien Hominid from The Behemoth.
- Summary – The game is about a yellow alien who crash lands on Earth only to find agents trying to capture him and you play as him to fight them and other enemies with various weapons such as his green blaster and some grenades.
- Demographic Profile – Alien Hominid’s demographic profile is mainly young people under 30s who enjoy watching Flash-animated web cartoons on Newgrounds and YouTube and playing action video games on video game consoles. Also, the type of players that play Alien Hominid tend to be Killers and Achievers.
- Theme – It’s an action side-scroller game based on the classic run-and-gun game Metal Slug by SNK where you constantly shoot enemies as you scroll across the level.
- Playing Time – It takes around nearly 1 hour to finish this game.
- Art Style – It is based on Newgrounds animations and games as it was developed by the person who made Newgrounds, Tom Fulp, and his friend Dan Paladin who designed its popular Flash games.
- Core Pillars – It was a 2D game made in the early 2000s.
- USP – At the time of its console release in 2004, it was the one of the first video games based on an online Flash game and used Flash to design it, which is now a staple in 2D indie video games.
- Difficulty Curve – It is initally easy but gradually gets challenging as you succeed.
- Replayability – It has extra features such as a trio of multiplayer modes, a PDA mini-game that can played on an on-screen screen with lots of levels and a retro-inspired minigame.
- Reviews – The run ‘n’ gun video game was very well-received, even prior to its release.
Case study
- It was a 2D slide-scrolling run ‘n’ gun game inspired by similar shooters like Metal Slug with the humor and style of online Flash cartoons on Newgrounds at the time.
- Alien Hominid was initially a Flash browser game on the website Newgrounds but was later ported to consoles in 2004. At the time, the current home consoles, PS2, GameCube and the original Xbox, were 128-bit and from the 6th generation of video game consoles.
- As the 6th generation was the second generation to be mainly 3D focused, most popular games were on 3d platforms. This was a downside for 2D games as people are more focused on 3d games.
- Alien Hominid and other run ‘n’ games were quite niche (with the exception of Mega Man Zero) during the 6th generation so they had a small fan following. Alien Hominid was popular enough for its developer, The Behemoth, to make more games such as Castle Crushers and BattleBlock Theater.
- In the late 90s and early 2000s, there was a popular video game series called Metal Slug that had released several games by the time Alien Hominid was developed and introduced as a Flash game in 2002. This has impacted the game positively because of the similarity and fandom.
- The Metal Slug games are well-designed with its pixelated art style. However, Alien Hominid has an equally good cartoony art style inspired by content on the programmer’s website Newgrounds. Metal Slug has influenced Alien Hominid with its run ‘n’ gun gameplay mechanics
- I don’t think that they shouldn’t have done something different as they did a splendid job on their first console game Alien Hominid but they could add a multiplayer arena mode that is both LAN and online where you play with and against other players.
My idea for the sequel to the original Alien Hominid will be called Alien Hominid 2: Thwack Again.
Game concept
- Overview of sequel: The sequel will pretty much be the same but it will be even bigger and better.
- Theme: Run ‘n’ gun
- Key features: It will retain a 2D art style and graphics like the original with a side-scrolling level design. There will be returning bosses from the classic and new bosses
- Game platforms: Microsoft Windows, macOS, Linux, PlayStation 4, PlayStation Vita, Nintendo Switch, Wii U, Nintendo 3DS (less likely for the Vita and the Wii U)
- Gameplay modes: Single-mode or multiplayer adventure mode and free for all survival/team survival
- USP: The unique selling point of the game is that it will be distinctive compared to all the indie and AAA pixelated and 3D platformers as it is designed in Flash.
- The game will keep the aesthetic of the original game. On the Nintendo 3DS, it will take advantage of the 3D effect and Amiibo near field connection.
- Like the previous Alien Hominid game we will be adding bosses at certain stages and there will be a difficulty curve for the bosses as you progress further in the game.
- Another key feature is that if you complete the game, you will unlock the hard mode for single player, but you can only have 3 lives in this difficulty.
- There are now new items can picked up in Alien Hominid 2, these items can be power ups or weapons or explosives. A good thing about this new feature is that these new items don’t activate instantly when picked up. The old power ups can still spawn but they activate instantly when picked up.
- Completing the hard difficulty will unlock intense difficulty which the player will start off with 1 life.
- Completing hard difficulty and intense difficulty will unlock new pickable items.
- New game modes
- There are now cosmetics in Alien Hominid 2; cosmetics can be unlocked within those 4 game modes.
- Cosmetics can be equipped within the character customization area in the menu. You can now also change the colour of the aliens and choose their faces.
- Characters such as Fat Kid and Alien Prisoner will be playable.









Basically, animation is the illusion of movement using pictures that are manipulated to show that ‘movement’. Animation comes from the Latin word ‘animare’, which means ‘to give life’. While animation has been well-known since the early 20th century, there has evidence of animation before the advent of cinema such as the zoetrope (invented in 1866) and the flipbook (invented in 1868 but still prominent today). The oldest earliest example of what is considered animation is a pottery bowl found in the ancient city of Shakr-e Sukhteh, Iran dating from approximately 5200 years ago.