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This was a really interesting concept for a game, and there's some neat design choices here; you truly do control the intensity based on whether you optimize for survivability, mobility or damage, damage probably being the most favored stat in this version of the game just because you can't really do anything else other than kill, but mobility also being good. You have to constantly choose between those, though, and also constantly choose between moving around or shooting, so you have to be strategic about where you choose to stand, and the lights start dimming, which I think if you took that mechanic a step further, it would be neat to have other consequences such as lowered game visibility or electrical failures. Environmental damage and manipulation is always an underlooked but very interesting part of combat. I can't yet tell if there is a downside to continuously drawing in energy. Also, the popups that react to game events are a really neat concept, and I like the idea of that over clicking through tutorials. It probably would have been better to put them somewhere more visible, since the game requires eyes on the battlefield at all times, but it's still a good system and I think more games should try that out.