ElecHead - A Creative Pixel Art Puzzle Platformer Where You Electrically Charge Anything You Touch
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- Опубліковано 5 лют 2025
- ElecHead - A Creative Pixel Art Puzzle Platformer Where You Electrically Charge Anything You Touch
Read More & Play The Alpha Demo, Free: www.alphabetag...
I love how weighty the landing sound effect is given how integral landing is to the game's mechanics. Very thoughtful design.
*c l a n k*
For me it is a bit jarring
I think it fits while his head is attached, but I think it should be adjusted to make him sound lighter while his head is detached.
Landing as game mechanics Also happens on Blaster Master Zero 2. Very recommended.
Pretty neat game! Hope it gets expanded upon and whatnot!
Dustin Kehr it’s ok
i doubt they can expand the game more than what it already is
Vincent Gagné it seems great but this game just looks like a time waster nothing super amazing, and you’re right I don’t see this project getting expanded at all. The music is nice tho
I agree!
Yeah , maybe get some enemies and some new worlds , this game has plenty of possibilities
I really love how cleanly it teaches the mechanics of the game without saying really anything. There's just one base mechanic, and it teaches you the basics of it in a really genuine way, before increasing the challenge level. Whatever new trick it throws at you, it gives you multiple rooms, the first being how it works, and the next few being what you can do with that rule with it in mind. It's really really cool. Excited to see this game grow.
@MageBurger Cool! Thank you! I'll have to watch that.
@MageBurger Game Maker's Toolkit also did a very good video on that: "Super Mario 3D World's 4 Step Level Design." Nintendo frequently designs their games in this way. They use the principle of Kishōtenketsu, the Japanese 4-act story structure: 1) Introduction 2) Risk/Challenge 3) Twist/Mastery, 4) Conclusion
.
I mostly agree, but the room with the platform that rises and stays out of reach feels like a misstep. There's nothing to indicate it won't come back down, and you have to die to reset it.
Yes this is really well made game design
I want a level editor of this game this has so much potential
Yes
Dodu Chat like Mario maker? That’s a good idea
Lmao 😂😂
that'd be cool
Currently I think this may be a powerful idea.
One thing I would say is what's the point of the check points why not just take the celeste route and have every room just be a checkpoint without even showing one.
It's cute in my opinion to watch the checkpoint light up, it makes me happy
it would also fit in a bit better function-wise, considering that nothing aside from the checkpoints and doors function without the player being in contact with them. and as almost nothing can store a charge without the player, it honestly makes me wonder how the checkpoints even stay on...
vvvvvv used a checkpoint system and i think it works well
I think this is supposed to be just a proof of concept, showing what can possibly occur in the final game. How it's built now, the creator can place checkpoints as often or as liberally as they want depending on how the final game is or even difficulty setring is.
Exactly
Ya know, this hit me with a really big Nitrome vibe
Nitrome's still around.
@@VioletScarelli yeah, but we wont get new games
@@disgal6235 untrue, they shifted their focus to mobiles, steam and consoles, their latest game is bomb chicken
@@santicor3994 oh yeah, i forgot about that, but i always loved the nostalgia of the games on the website
@@disgal6235 RIP flash
I like how it subtly teaches you how all of the mechanics work without outright telling you, like when you power the screen that tells you how to throw your head, it gets you to throw it while powering the screen. The screen then shuts off, showing you that your body can't power things without your head, which leads to the logical conclusion that your head can be used to power things far away by throwing it.
Really beautiful and creative game! The sound effect of jumping is really satisfying . The overall mechanic seems really diverse as well!
My only feedback might be to redesign the 'body' for the parts when the head is being thrown - it's small and the color matches the background, so it might be hard to keep track of in later levels if you start introducing more things to keep track of in later levels. Just a suggestion!
REALLY cool concept, excited to see this progress further!
maybe the body could start yellow but fade to gray as the timer runs out
Say like a the body turns red like there is a light alerting you as it gets flickers and eventually stops the body from functioning.
Right? It feels like a heavy metal object being lobbed around. Also great idea to convey to body fading, to better convey that it's not being charged by the head even when they're both attached to the same metal piece.
IZSM the problem is that the resistance of the platforms would decrease the efficiency of the power source.
Maybe have some glowing wires where the head is supposed to be
This is the opposite feeling you get from watching a game reviewer play cuphead. Awesome idea.
I'm not expecting a game reviewer to be good at games.
What I am expecting is a game reviewer having basic motor skills and the ability to follow directions.
@@useraccount333 which some don't have
Like someone else (not me) once said: *"You don't have to be the very best like no one ever was, but you can't lose to a lvl. 5 Magikarp, either."*
To the people saying that this can't be expanded on, I have compiled a list of themes and gameplay mechanics that may work to change your mind:
-Batteries that can be thrown and picked up that hold a set amount of charge.
-Lightning Strikes level or room where you have to be weary of how much charge the player takes. Utilizing the batteries or implementing a battery pack that displays the amount of charge held like the life bar on Dead Space.
-Already mentioned Magnets, which could be used to make good, flowing levels that use speed or technical puzzle stages that require timing and skill to progress. May also include wall and ceiling-walking.
-A Level Creator to give the game replayability and allows the community to create unique, whacky, and challenging maps compared to the likes of Super Mario Maker.
-Water levels could be a whole heck of a lot cooler using the electricity mechanics and enimies. Combined with a battery pack that kills you if it's overcharged and enimies that shock you if touched, the term "Fight Fire with Fire" just took on a whole new meaning.
- Dungeoning-like Map Exploration can be used to make a progressive difficulty curve, which new players can explore and discover new sections of the map after they aquire the proper item or upgrade. And experienced players can quickly access the more challenging content.
-Different Character types can bring a huge change to the levels/maps, allowing less map creation time. An example: A bigger battery man. One that hold more charge or can put out more power, but also heavier and harder to jump with.
These are just a few of what I've been able to come up with while watching the video and reading some comments. If you've made it this far and have ideas of your own, please feel free to share them.
Turning this into a full metroidvania style game built around these mechanics could be really cool. There should be enough room for fun upgrades to your core toolset.
You can earn a grab ability to pick up those batteries, maybe clones that mimic your movement, remote control of your head, electromagnets, fans, and all sorts of contraptions themed around powering surfaces.
Maybe even theme the map zones around types of power generation (solar, nuclear, water) and that need to be turned on to unlock the ending, while still keeping the minimalist art style.
You can also do something about electromagnets that can push or pull stuff.
Anyone who says something can't be expanded on isn't being creative. There's an infinite amount of possibilities. And you don't need to think of them but to be aware that they're out there. Great job with your ideas though!
This game has a lot of potential in so many ways, this ideas are just asking to be made
Nobody is saying that.
That metallic ding when you land is oddly satisfying.
I love how every solution uses the things you already have in a new way, every solution made me go, “oh _thats_ why that was that way. Like how the head takes a little bit before it starts falling. Definitely what all puzzles should strive to incorporate.
1:00 May I suggest a wall cling/slide animation? It'd be a visual cue for engaging with walls.
The visual cue is the yellow color
And sliding makes it seem like you can wall jump.
Brandon Davis agreed
@@LinxinMusic You have to consider a small amount of people are yellow/blue colorblind. Some sort of indicator besides color could be useful.
Barbed Wire83
I think the yellow is light enough
To stand out from the dark blue.
Even if they look like the same color
The yellow would be lighter.
@@LinxinMusic It's a little more involved than that. People with blue/yellow colorblindness don't see them as greys, they confuse shades of blue with green and shades of yellow with purple.
Granted the yellow/purple will stand out, but my concern is the platforms the player isn't standing on. There might not be enough difference of shading to make them appear for people with this type of colorblindness, making it seem like they are just leaping into nothing. If I were to describe this in a 3 color slider bar way, you would want to have a large difference in the amount of blue shading between the platforms and the background, or add a small amount of red and green to the background to help separate it from the platforms.
Also don't take this as criticism, the game is well made. I'm just trying to help make it available to everyone. =D
edited for typos.
A simple but really engaging mechanic, I hope to see more of that game/developer in the future!
This amazes me. We are still finding new and creative ways to create a fun learning experience.
These puzzles look so satisfying to figure out, from the sound effects to the somber and determined music it’s a great feel just watching it.
You gotta make some gears and some electromagnets/magnets. That would be awsome. And why not some cables?
It would be cool if eventually you could spin around to create magnetic fields, or have magnetic fields manipulate the trajectory of your throw
Looks like a fun and easily expandable concept!
A few suggestions:
1. Add wall sliding, and possibly wall jumping, if you're going to be using puzzles like at 1:00, as that will make those bits feel more fluid and natural
2. 1:53 Add a lever or reset button to puzzles like this, rather than forcing the player to suicide, as that won't be their first instinct and will feel like an oversight
3. While I love the style, the entire game still lacks atmosphere, and seems too empty and bleak as a result. I'm sure you mean to add more eventually, but I highly recommend adding interesting and potentially dynamic backgrounds, as well as maybe some passive NPCs (if you don't plan on enemies) in order to help with overall immersion.
Otherwise, again, it's a great concept and I look forward to seeing how it grows!
I completely agree, NPCs is such a great Idea, I would love to see some others robot cutie friends, such as "LeadHead" or "MagneticHead" for example. Some of them could give you abilities; I've just imagined MagneticHead giving you the power of walking on some walls, or whatever. I probably would have made a whole metroidvania based on this kind of universe if I were a developper.
i would’ve never thought that more brilliant 2d pixelart platformers could come out with an interesting and unique concept, love it
Looks pretty good and nostalgic. However, adding something to the background could make it look more interesting and easier on the eyes rather than solid black.
This is honestly really clever. I hope this game gets some more work, as it has a ton of potential
Unique and interesting idea. Hope this becomes a whole thing and gets ported to switch eventually
This would be amazing on the Nintendo switch. I would defiantly buy
Loving the level design. It's got the whole tutorial without words thing going on where the player learns how different things interact without ever being told directly. Would totally play this if it was a full game.
It's electric!
You can't see it (it's electric!)
You gotta feel it (it's electric!)
Ooh, it's shakin' (it's electric!)
(Boogie woogie)
Darth Mickey so your 50
@@Dr8cul4 that's a bit rude
Cat Man I was joking
@@Dr8cul4 you're on the internet. We cannot tell if you are joking.
Cat Man well now you know 👍
This is how a tutorial should be- tell you the essential things like controls and let you figure out the rest. Great job man
This definitely looks like it belongs on Nitrome, good old day for flash games
Nitrome.... I haven't heard that name since the summer of '85...
They made a game similar called coil where you were a snake and you could connect power to blocks instead of you being the power source
That's great level design. No constant popups, no dialogue where the character discusses how they can proceed. Just using environmental cues to teach the player.
This game concept would be great for a metroidvania I hope it gets expanded on
Yes, it has a lot of potential in that way instead of lineal levels with checkpoints.
Game's finally out. Returning to this demo, it's pretty fascinating how similar it is to the full game. A lot of the art is exactly the same, the physics seem to be exactly the same, a lot of the puzzles are exactly the same, and everything else is at least similar.
I wonder if water will be introduced in this game, that could hold a lot of potential for creative puzzles given the conductive nature of the gameplay
Holy damn, I never thought that I would be able to see this little video again. I remember seeing it on 2019 and being really interested on this game.
I feel like this game could use a bit more flare. Like background decoration, sparks being left by his feet, a sparky wall-slide, stuff like that.
I am absolutely *fascinated* with this concept. I'm not a huge puzzle/platformer fan but the way this simple concept is used in gameplay is really interesting
Elec Head looks like Chibi Robo's lost cousin
Chibi robot 2: electric boogaloo
I love how this game teaches you the mechanics through gameplay
Looks like something I’d want to play. Really simple and decent looking.
This is a PERFECT example of a tutorial without words. Love it.
This was really neat. It'd be cool if you could slide down walls I thought up accouple of neat puzzles you could do sliding down walls. Pretty good stuff :)
That would be super cool. You could obtain a powerup which when holding a button, allows you to turn into an electrical current, with your head showing as you slide along connected walls and ceilings. It would still turn on connected objects, making for some dope mechanics as you said.
I feel like this will be the new indie speedrun favorite
Now all we need is a story for this little guy.
Little robot boy needs to find his way out of an abandoned factory. He doesnt remember anything besides that his name is "Spark". He doesnt know where he is and what he did to get here, only that je needs to leave.
@@walrusonion9yearsago777
I think it sounds a little bit generic, but for a videogame that it's this simple i guess you don't have pretty much to work with XD
@@catthatlooksatyoufunny7377 Yeah, this game doesnt have much to go off of yet.
@@walrusonion9yearsago777
Also is that fucking angry Brett of TOG as your pfp?
@@catthatlooksatyoufunny7377 The ElecHead is an appliance, like a Roomba or Alexa. He 'lives' in a world where electricity has to be rationed for some reason - fossil fuel shortage, huge solar flare's knocked out most of the global grid, evil Malthusian techno-wizards, whatever - so his job is to go around the factory providing power to whatever part of the assembly line needs it, as opposed to everything just running continuously all day. But then one day, the factory ironically suffers a blackout, so little Lecky has to navigate the pitch-black factory and avoid all the safety hazards in order to fix it and get everything running again.
Really appreciate how at 5:10 the upper part of the level stops being electrecuted because the door opened and now there is no direct connection between the two parts anymore. That really is attention to detail!
Neat and clever little game here.
Pretty flawless introduction of mechanics, and a VERY solid core gameplay. Now your level designer just has to unleash his creativity! I'm looking forward for ambitious levels, because with such a good base, the game has real potential to become a classic. Good luck!
Really creative game concept! I'd love to see what kind of story and world you could develop off of this!
It is great to see a UA-cam like yourself take look at a game I speedrun sooo much!! I have put hours into beating it as fast as possible and I hope others will join the community as well
"Do not speak to electrohead!"
Wait, wrong game.
This game progresses like early mega man games in the sense that it teaches you things without directly telling you and i really love it. Can't wait to buy the game as soon as it comes out!
4:29 Think a while
Throw head into electric
Me: * Hmmmmmm...
The pacing on these puzzles is phenomenal! I would love to hear your process on building out these rooms.
so i’ll definitely be purchasing this when its finished
Wow as a beginner this gameplay design is so inspirational 🎉❤
Im getting shovel knight vibes looking forward to the finished product
Feedback: add more platforming mechanics for more variatt of challenges
Suggestions:
1. Dash/slide for short burst of speed.
2. Double/Air hops for traversing long gaps
3. Super Jump for lets the character fly up or left and right
4. Phase through certain wall/surfaces
5. Glide to slow decent to increase jump distance.
6. Run mechanic
7. Hopping lets you jump a certain hieght and avoid overhead stage hazards
8. Projectiles lets you shoot energy and lets you control another body while leaving you own.
9. A energy whip for swinging across gaps. You can yank items towards or away from you. You can throw them overhead.
10/10 give us full game 😍😍😍😍
May I nudge a bit of inspiration, Mr. developer? How about implementing electromagnets? ;) Think about it~
This has to be one of the coolest concepts I've ever seen. I can't wait to see this expanded into a full game - who knows how creative this game can get with more power-ups, boss fights and so forth?
looks kind of a game Capcom could make, mega man style!
Thought the same thing, looks like it’s made with assets from old Megaman games
What a fun idea! I love how much you can feel the weight of the metal body when it falls. Maybe consider making the jump higher when it looses the head and making it tad less snapy to give some more interesting puzzle solving opportunities. Great job ;)
It's actually a nice concept for a game. I would play the game.
I think this game is amazing, but i have a few ideas that i think can improve it:
-Gameplay: In a game like this (puzzle plataforming) i think is needed a reset button, maybe not in this short gameplay but needed in the long run. Also i wish the gameplay and art were more conected, more on that on the art section.
In further levels i think the idea of a supercharge to get double jump, have several heads to solve puzzles, and a magnet to atract the head or make it stick to walls can be very interesting.
This short demo is awesome bit all the posibilities this open are amazing and im exited to see what u can do with it.
-Art direction: I think the games looks awesome dont get me wrong, but i have a few ideas that will make it more awesome. I think the game needs more colour, or at least more diferent saturation between character and background, u dont have to change colour itself, but making the character more vibrant will make the game look a lot cooler.
Other idea is that when u walk on a plataform the background changes, maybe ure in a ruined city, and some buildings iluminate when u walk on them, maybe is a factory and the machines move whan ure near, something similar u can do with sound and integrate that in the music (maybe in a further level).
Overall i think this game is fantastic not only what we saw so far but the possibilities it opens, and im very excited to see it expands.
P.D. Srry for grammar or vocabulary, english isnt my main language
Its very inspiring to see games like these. Simple designs and mechanics with engaging gameplay. I hope that I can do something like this when I really start to get into game development. A+
0:45 How ironic that the facility's power source could be electrocuted
The powered screens flicker a bit too harshly. It’s hard on the eyes. Overall this looks amazing!
Watched without sound first to see how it plays since sound is such a huge part of games and can honestly make or break. Second will watch after work with sound seen some good comments about the sound so I cant wait! Phenomenal so far!
This is really cute and clever! I look forward to further developments.
Ok this is actually really creative and clever.
the head throw idea is really neat, at the beginning of the video I wasn't too much interested, now I want to see what you can do with this feature
A level editor just add a lot of potential
Buy seriusly is a really original concept, hopes to become something big!
Sorry for the bad english
The gameplay seems solid and unique, and I realize that this IS a beta version, but seeing some life in the background would have been nice, in addition to some more complex puzzles
Not sure why this was in my recommendations but cool game m8 keep it up, it is a cool idea.
Wow this looks promising, the head launch mechanic surprised me in a good way, it's actually a very good idea to detach from other thousands of boring platformers
This is a very interesting concept, hope the dev expands on it, it's got some potential!
This is a beautifully designed platformer-esque puzzle game that clearly had a million bits of care put into it! Well done and keep up the good work!
Coming soon to a Switch near you
We hope
Omg this looks fucking amazing. Sound, audio, gameplay, concept, art... Holy fuck, I know what I'm going to be doing after my American Literature class today.
interesting mechanic your basicly the only power supplie left and anything you touch will spring to life
I remember the good ol' days when videogame characters had names describing what they did. This takes me back.
Yes, I support this 100%!!
Gregory DH I know
Who Knows all of this for a mediocre game
Who Knows smh
At first i didnt think this channel would be good, but spreading these good underrated games makes me wanna subscribe to it.
In many betas i just see a game in most of the beginings i see how the game will ment
But in this one i see SO many mehanic to be so many instruments to play with
So many levels that i see the game of the Day
( from my opinion at least)
did you have a stroke
_10/10_ I'm really excited to see this get expanded upon, and hope it'll be released as a full game soon!
Looks fun, but how much are they gonna... CHARGE for it?
I hate that pun
xiibuss' Birb channel Oh, dont be so NEGATIVE.. ;)
Hopefully something in line with CURRENT games.
WATT ever do you mean?
I’m POSITIVE this game will be a success!
Aww! This is so cute, not to mention ingenious
This is gonna be one of the most-played Indie Games this year, I'm calling it now
Wow I bet Nitrome is pretty upset they didn't come up with an idea like this
Probably cause they fucking did everything else
For an alpha it's pretty good, I ll sign up for notifications
I rrly love the concept, if it is in the future in switch or steam, I'll buy it
i honestly love the title room. Its been years since i saw a game explain its main mechanic by showing it to player, instead of some uncalled for tutorial or companion/npc. theres plenty of things to improve on, but i hope to see a full release in future ^^
Looks like a nitrome game
This is so novel! I enjoy it a lot! I especially like the G shaped maze that kills you if you leave your head there and teaches you not to abandon your head for too long to grab a thing.
oh man this reminds of this really old game i used to play. you played as winston a gorilla. and he hopped around. and there five other players. i think the game was called overwatch or something
Good joke
Nah man the gorillias name is harambe
I have loads of ideas for this
-after elec has thrown his head, maybe there could be a hologram of his head, to make him more visible, or if that seems too high-tech for the theme of the game, perhaps some yellow sparks coming from his neck, or even prongs (like on an electric plug)
-a magnet chip, so that if elec touches a wall or ceiling, he'll stick to it, and can walk around, but if he jumps he won't stick any longer
-a cable chip, so elec can plug himself into any sockets he finds, leading to all sorts of shenanigans like hanging from a ledge and swinging to get across a chasm, powering objects from a distance, etc.
-Water levels, if elect touches the water while electrified, he dies, but there's also enemies in the water that elec needs to defeat, usually, you'd go in without you head, but for some levels, you might put a glass helmet around your head, so you can swim for as long as you want and still power stuff when you get out of the water
-additional batteries for elec to pick up and drop (not throw cos that's too similar to the head throw) maybe they're really heavy, so while he's holding one his jump is halved, plus enemies that will draw in elec's head if he touches them, or if he throws his head, the only way to beat these enemies is to over-charge them, meaning you'd have to drop a battery on or near them, then they'll let go of your head (this one's a little far fetched, but it's just a suggestion)
-Another enemy could be a very dangerous one that only wakes up if there's light shining on him, so to get past him you have to avoid powering a lamp above him
-there could be wires in the levels which connect two walls, ceilings or floors, and scissor enemies that pace like crabs when powered, which cut the wires when they get too close
-pistons, this one's pretty simple, they push real fast when powered, meaning you could launch yourself, push blocks, or open barriers, but if you get underneath one while it closes, you'll be in big trouble
-there could be another one of elec's body without a head that you need to power to move around (although, since you wouldn't want the player taking the 2nd body out of the room he was in, so maybe he could be across an unjumpable gap, or he could be restrained by a plug)
-there could be a mech suit that you can jump into and control, this will increase you weight, so you can activate scales, the suit would also have high pushing-power, so you could move large blocks, but while you're in the mech suit, your jump would be a quarter of elec's normal height, and you won't be able to power objects like usual
-there could be rubber and concrete surfaces/objects which cannot be charged, but can be walked on
-invisible blocks which become visible only when the object they're touching is powered, this should probably only be in one section of the factory with a theme of invisibility, otherwise players might try to power every individual block they see in other areas, and that's not much fun
-flywheels, if a flywheel is powered, it will continue to power objects it's in contact with for ~5 seconds, these could act similarly to p-switches in mario
-i feel like the common platforming machines are an easy pick, so ill list them all in the same dot point: fans which push elec or can make him float, float height and speed depends on elec's current weight, conveyor belts, saws, cogs that rotate other objects etc.
-power platforms, places that headless elec can stand on with out the timer counting down, the timer would continue where it from the number you started at when you touched the platform, so that you cant keep coming back with out your head, in the same vein, there could be little yellow pellets/batteries that headless elec could collect to survive a few seconds longer
-there could be a relatively late-game upgrade chip that allows elec's head when thrown to grow wheels, and move, slightly slower than elec, and without a jump, the head could be controlled the same way that you aim the head before throwing, allowing both the body and the head to move independently and simultaneously
-there could be another chip that allows elec to let out a small radial flash that powers any objects around him for less than a second, this abilty is tied to his head, so when the head is thrown, the explosion can be executed with the throw button, and can only be done once before elec reaches his head once again
-instadrop would be a cool ability to collect, that, while you're holding the button will cause you to fall faster
These are only the best ideas I had, I can only wish that the developers one day see this comment, because this game has infinite potential, and I can't wait to see what the devs do with it. If this game had 30 hours of content in it, I would gladly pay $70 for it, this concept and execution is absolute gold, and could end up being game of the year one day, imo.
I would play a full game of this. It could be a more fleshed out world too like Metroid.
I think this game looks great, I would absolutely buy it if expanded upon with lots of extra levels and mechanics. Not a game designer, but I’d say make a bunch of levels this size or longer and introduce a couple of new ideas in each (eg. moving platform or thing that stays active after you aren’t touching, other devices ect.) and I would play the heck out of it
Holy moly that is cool
Yes, I'm one of _those_ commenters.
This is a really cool concept! I feel like it could be a pretty cool game if you expanded on it. Here's what I think could be added/changed:
-The art style is cool, but it feels a bit empty, defiantly add some more details, and maybe some simple backgrounds to keep it more interesting. Maybe have different zones with different color schemes as well. Keeping the player's attention is important, and people get bored of the same thing for too long. Changing things up adds a feeling of progression.
-The trowing your head feature is introduced a bit early, I think there should be some more challenging puzzles without it first. A good example of this is the second portal gun in Portal. It's introduced earlier on, but you still have a fair share of puzzles to solve before you get it, making only having one seam like a valuable part of the game. You also have to solve a hard puzzle, much harder than everything before to get the second one, maybe you could have something similar.
-I like the trowing your head thing, and I think there should be more new features as well that are introduced slowly as you progress. Each one could be a reward for defeating a boss of some sort or at least a "boss puzzle" which is much harder than your average room.
-Overall I like the gameplay concepts, and I can't wait to see them used in more advanced puzzles!
It takes too long to respawn. I reckon you should do something like super meatboy and the instant respawn due to the amount of times you can die
Awesome concept. I really hope the guy goes forward with this and we see it more fleshed out!
It looks similar to the Monolith, I think this game from one developer, you need to check this out, Monolith is also a cool game.
(sorry for my English)
Can u give a link?
@@TheAlfone1 store.steampowered.com/app/603960/Monolith/?l=russian
Some of the best 10 seconds of any game I've seen. Hope there's more.
This game feels like it's about to run off of battery
Such cool game ! The artstyle fits perfectly with this kind of Puzzle-ish platformer