Heya! I'm a solo dev trying to rethink the competitive first person shooter.
As you can see, I'm going for a vibrant low poly look. Utopian space colonies and stylized space rocks. Still trying to carve out a unique compared to other low poly games.
A lot of FPS games have interesting movement thanks to glitches (bunny hopping in Quake, skiing in Tribes, surfing in CS, etc), so I wanted to intentionally design an interesting movement system from the ground up so that it'd be fun and challenging to move around the map even if nobody else is playing with you.
While some areas of the map have gravity, there are also areas with zero gravity and full six degrees of freedom -- all of it is momentum based, so gaining and maintaining speed is a key skill in the game that can be just as important as shooting.
To further emphasize this movement system, I'm designing a new variant of capture the flag as the main game mode -- I call it Progressive CTF, as capping enemy flags will progress you deeper and deeper into the enemy base. This means that, depending on what flag stands are currently active, different parts of the map are being used at different times during the match and it's not just the same 30 seconds of gameplay on loop for the entire time. Since I'm focusing on CTF exclusively, I'll also be able to design weapons and equipment more closely around CTF gameplay (augment their behaviors depending on flag status, for example).
I'm also making a TrackMania-style time trial race mode that you can play alone or online.
Currently working toward an early access-style release, hopefully before GDC -- will launch the Greenlight page around that time. Later it'll come to Steam early access once I think it's ready for a larger audience.
Let me know what you think :)