Comments (2)
With proper graphics I can see this going somewhere. The theme is very reminiscent of Hotline Miami. I like the game mechanic of constantly losing health and healing by killing foes. The boss battles are too abrupt, the movement is way too fast, and I'm never sure if I'm actually doing any damage. It needs a lot of work but I'm sure it can be done.
In the first entry in the Experiment series, *Anger*** **is the prime focus of the game -- to evoke that emotion from the player.
All mechanics and visual and audio aesthetics of the game are geared towards evoking that specific emotion from the player without frustrating them.
This was made in 2 weeks and is a prototype. If I get a good,positive response from the players,I might make a proper game out of these mechanics.
So, if you enjoy the game leave behind a comment or a rating expressing what you liked and didn't like about the game.
Premise
In *Experiment #1: Anger,** you play as a punk whose precious garden has been infiltrated by his enemies from the opposing gang. Your health is constantly reducing every second and you have *to kill your enemies to replenish your health and survive.
Controls
W,A,S,D to move
Left-Click to Attack/Throw
Right-Click to Pick Up a Weapon/Environment Object
Key Features
Fast-paced, ultra-violent action that relies on impulse kills fuelled by tension
Constantly decreasing health which can be refilled only by killing more enemies
"Friend or foe" tile system which depending upon its affinity can heal or damage player
Three bosses which demand diverse tactics from the player
Six weapons including an "environment" weapon
High-tempo industrial music which adds to the "anger" tone of the game
Visual and audio cues whose only intention is to fuel player's anger
Timer-based scoring with leaderboards(GameJolt only)
"Heal or Hurt" Affinity** Tiles**
The game has a tile-system which depending upon its two affinities -- friend or enemy, can either heal or damage you. The affinity is dependent upon for how long it is occupied by the player or the enemy.
The more you stand on a particular tile, the more does its affinity lean towards you and the more it shall heal you.
Challenge Galore
On top of a constantly decreasing health, you also have to contend with a variety of enemies' attack that may not only interrupt your own attack but may also cause you to randomly drop weapons.
Every 30 seconds -- a boss steps into the arena, shifting the game into the "Boss Phase"
Boss Phase
In the boss-phase, it is a one-on-one against one of the three bosses in this prototype.
The tile-affinity system goes haywire and randomly changes affinity thus constantly forcing the player out of their "s
#action