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Hi, thanks for checking it out. 

The key reason for this balancing is because the player can kill enemies through walls but enemies have to get line of sight. 

Using cover and staying on the move is the strat here, hope that helps. 

Hey, thanks for the reply :) I just started it up again to try it out some more and you are right, I was approaching it from a wrong mindset. If I understand it right, the combat is mostly around telekinesis throwing then, right? Guns mostly just as a last resort to finish people off.
I am wondering how it would feel to make the Telekinesis a bit more restricted though (like an energy meter that slowly refills or a limited amount of uses per level)? And instead make the gunplay a bit more viable so the two parts might feel a bit more balanced to a new player. I am going to tinker around with it some more though  :)

Great! I tinkered ealry on with things like an energy meter. It turned out to just be really frustrating lol. 

When you grab, the cursor expands, Telekinesis is unusable until it returns to its original size, a couple of seconds I believe. Quick recharge that keeps you in the action so it can't be spammed but you also don't end up hiding in a corner waiting for a recharge. 

I'd quite like to come back to this game for a sequel one day because the response on Steam was really positive. Different modes could be pretty cool. 

For now, wait till you get a hold of the shotgun haha. I'm really happy with that one :D

This game is an actual ton of fun, but a higher FOV would certainly help (or an FOV slider). I'm using an ultrawide monitor and it's hard to see enemies sometimes.

Hi! I don't actually have an ultra wide monitor so I haven't been able to test with one. 

Could you do me a favor and attach a screenshot of how it looks on your monitor? There might be something else I need to tweak too so that should give me an idea. 

Thank you for checking it out.