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I like the presentation choice of making everything into texture-less blocks, and keeping the UI other than subtitles diegetic, it reads cleanly. Telekinesis felt like a decent natural extension of the base controls, though its naturalistic function overlaps a bit with the gunplay, fun with the rag dolls! The audio is welcome, if mixed rather loud, particularly for the gun. 

That's unfortunately as far as I could get with it, I just cannot play shooters well enough to get by the combat rooms. Metroidvanias can have the advantage of allowing for multiple ways to tackle a challenge, and leaning into that could've helped me out personally, though it's harder to pull off in a jam. I do understand that shooter literacy for the average gamer is decently high though, so it might not be too bad to lean on. 

Now that is an excellent point I didn't really think about. Initially this was supposed to be a slower paced shooter taking place in a network of metros (literally inspired by the Metro series). It was supposed to feature more puzzles and the ability to use stealth. However I didn't manage to get the AI to feel right and was running out of time, so decided to lean into the telekinesys as a combat tool.

I have a gif on the Discord server where I first showcased the TK ability and you can see both the player and enemies move much slower, there's weapon ADS, crouching and a much smaller jump height.

Anyway, I'm glad you did find it fun even if you're not into shooters. And thank you for the geniune feedback.