Dust Remains
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About this game
What this game is, in the developer's words
Diverse boss rush: from intelligent beings to brutal beasts. Use systemic mechanics and varied tactics to beat each boss. If you fail, you may be captured, maimed, robbed, or set back. But learn from your failure and you will never die. Chip away at the behemoths before you until only dust remains.
Impactful Combat
It's important to me that every hit (both against you and from you) has a sense of weight to it. Sometimes the effect will be subtle, and sometimes the effect will be brutal.
Player Agency
I have no narrative ambitions that overwrite your impact as a player. The story, as minimal as it is, will be dictated by your actions. The game world itself, too, will be affected by your actions.Immersive First-Person Movement
There's still work to be done, but it's a deliberate goal of mine to make the character feel like a living being, rather than a floating camera.
Non-Linear Progression
Although there will only be a handful of bosses, you are free to approach them in any way you see fit. As you chose your own path, the rest of the world will change. You'll also have the opportunity to acquire your abilities in a unique order.Systemic Mechanics
The player will have a multitude of abilities which can be used in tandem on various objects: from barrels, to bosses, to the player itself. The two GIFs above (pulling the boss and throwing a barrel) are using the same ability.
Machine Learning AI
Part of my goal with this project is to create compelling boss fights in a first-person game. To achieve this aim, I've worked diligently from the outset to craft a game system for machine learning AI. The bosses you face have the ability to assess any sort of action (whether from you, a plant, or a barrel) and the ability to remember any of these actions. If you're curious about how exactly this all works, I have a break down on YouTube about it, but the important takeaway is that this system allows for complex AI behavior. For me, complexity has been essential for crafting believable and engaging boss fights.Utilitarian Art Style
The art style serves a mechanical purpose. I've deliberately chosen shading/texturing techniques for certain types of objects to help the player parse information with a quick glance. I don't expect this to be front and center in your mind, but I hope it helps subliminally.
Death is Your Last Resort
I want to change the trope of dying and restarting. When you fail, the game will take a different course rather than rolling you back in time. It's possible to fail repeatedly and die, but losing one fight will not end your story. You will have the opportunity to rise up and face the challenge again, albeit in a new context.Media
Trailers and screenshots straight from the store page
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