Baa Baa Bomber
A comedic prototype mobile game where sheep pilots bomb invading pigeons. Combines physics-based puzzles, an endless scroller mode, and even experimental EEG controls for hands-free bombing.

Baa Baa Bomber
This one was pure chaos... In the best way.
Baa Baa Bomber started as a throwaway prototype, a joke between friends: “What if sheep were in the Royal Air Force, bombing waves of fascist pigeons?” Somehow that spiralled into a Unity project that mashed together physics puzzles, arcade scrollers, and even some experimental brainwave controls.
As Co-Founder and Lead Developer, I was responsible for the technical backbone and the ridiculous tone that holds it all together.
The Setup: Sheep vs Pigeons
You play as Captain Minty Woolcock (yes, a sheep), tasked with defending the homeland from evil pigeons. The mechanics are simple on the surface, bomb them before they overwhelm you. But under the hood there’s a surprisingly flexible system for both physics puzzles and arcade-style chaos.
Two Games in One
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Puzzle Campaign
A nod to Angry Birds: bombing runs against elaborate pigeon fortresses, with destructible environments powered by Unity’s physics engine. Each level got trickier, with structural weak points and chained destruction. -
Arcade Scroller
When the puzzle maps felt too neat, I added an infinite mode. Minty dodges, weaves, and drops bombs endlessly while chasing high scores. Faster, louder, sillier.
And Then… Brainwaves?
Because why stop at sheep and pigeons?
Using BrainFlow, I hooked up an EEG headset and experimented with hands-free bombing actions, think blinking hard or hitting a brainwave threshold to trigger a bomb. It was far from production-ready, but it worked as a proof-of-concept for EEG in casual mobile play. Accessibility, novelty, and comedy all rolled into one.
Under the Hood
- Built in Unity with C#
- Physics-driven bombing system with projectile trajectories and destructible objects
- Dual gameplay frameworks (puzzle maps + endless arcade scroller)
- EEG input prototypes via BrainFlow
- Designed for iOS/Android, with free-to-play hooks in mind (ads, leaderboards, rewards)
Why It Mattered
- A chance to experiment with humour as a core design pillar (slapstick + absurd narrative)
- A technical testbed for physics and EEG input inside mobile games
- Showed how a lighthearted concept can still explore serious mechanics like retention strategies and accessibility features
Future Potential
- Full campaign with proper narrative progression and unlockables
- Refined EEG input modes for real accessibility experiments
- Social layers like leaderboards, seasonal pigeon invasions, maybe even sheep skins (wool DLC, anyone?)
Baa Baa Bomber is still a prototype, but it’s proof that even the silliest concepts can spark real technical exploration.
Sometimes the weirdest projects are the ones that teach you the most.
Highlights
Physics-Based Gameplay
Destructible pigeon fortresses and bombing runs driven by Unity’s physics engine.
Arcade Variants
Multiple gameplay modes including a structured puzzle campaign and endless arcade scroller.
EEG Integration (Experimental)
Prototype EEG input experiments using BrainFlow to trigger bombing actions hands-free.
Technology Stack
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