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(+1)

This is a really cool idea that I feel like you could get a lot out of.

I feel like the current implementation of telekinesis is a great start, but there's probably more you could do to make it flow really well with the rest of the game's mechanics. For example since the guns have limited ammo it could be cool if they were thrown like any other physics object instead of just dropped. They could also shatter on impact so the player doesn't mistake them for loaded guns. You could also pick up live enemies and have them shoot wildly as they try to break free.

The game has a few rough edges that I'm sure you're already aware of. But the most pressing I can think of are that the shooting sound is way too loud, enemies do too much damage, and there's no ammo display on guns.

However this is still a really solid foundation and an incredible mechanic to build a game off of.

(also the ragdoll physics are amazing)

(+1)

Thank you so much for the detailed feedback. I was planning on adding a red/green light on weapons to show if they still have ammo but it slipped through the cracks of last-minute scramble to get everything wrapped up :(

I love your ideas of grabbing enemies while they're still alive as well as throwing weapons and have them shatter. 

The enemies doing too much damage is an interesting one. I spent quite a bit of time trying to balance damage, number of enemies and heal rate. I guess what I didn't account for was that as I was playtesting, I got better at the game. I was going to add a difficulty setting in the menu but that also ended up on the cutting floor.

Enemies are quite inaccurate at long range. In close quarters try to use dash and duck in and out of cover. Also once you unlock telekinesis boxes and other enemies can shield you from some damage