What a sick game. The superimposed angles of your own platform in the sky is the game mechanic equivalent of that one piece of art of a banana taped to a wall:
"I could have come up with that but i didnt."
It's so elegant, mind bending and easy to understand all at the same time. It's like you are playing on the coin thrown out by V3 in Ultrakill, and considering the coin is one of the best parts of that game, it's telling of the quality of PSYCHE.
The execution is incredible too! I loved how convergence (wonderful name btw, really captures the "feeling" of the move) is implemented as a ricochet, making your positioning the key in being able to actually use the technique. The selection of enemies is great, with the bell being my favorite, as it stamps out the less exciting play-style of standing in the center of the field quite quickly.
You've also made the game appreciate it's own weird edge-cases, such as you being able to shoot at a reflection of an enemy through that same enemy standing right in front of you. It's a design approach I myself really love and am trying to kindle in my own work. I'd love for more strange angles to be accounted for like this.
Maybe something if you shoot through a row of enemies without hitting a wall, possible if the player stands close to the edge of a platform and shoots at the closest reflected platform above them?
Maybe shooting an enemies reflection through that same enemy yields some sort of movement/crowd control benefit, to help them escape being cornered if they have the awareness to capitalize on that angle? The game is such a rich design space that you probably have endless ideas for where to take this game going further too.
To summarize: good game. very good game. good job, keep it up! Much like all the enemies in PSYCHE, I too will be keeping an eye on your work with keen interest 👁️
Thanks a tonne for comment, I'm really glad you enjoyed it as much as you did - I do like where your head is at with playing with angles more, and I will be having a think about potential options for sure - play around a little with what I can make.
We'll see where it goes in the future.
The game itself does check if there's an update ready, so whenever you launch the game you should have notification right there on that menu screen if there's something new, so please do continue to share your thoughts, I love hearing what people think about the project.
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What a sick game. The superimposed angles of your own platform in the sky is the game mechanic equivalent of that one piece of art of a banana taped to a wall:
"I could have come up with that but i didnt."
It's so elegant, mind bending and easy to understand all at the same time. It's like you are playing on the coin thrown out by V3 in Ultrakill, and considering the coin is one of the best parts of that game, it's telling of the quality of PSYCHE.
The execution is incredible too! I loved how convergence (wonderful name btw, really captures the "feeling" of the move) is implemented as a ricochet, making your positioning the key in being able to actually use the technique. The selection of enemies is great, with the bell being my favorite, as it stamps out the less exciting play-style of standing in the center of the field quite quickly.
You've also made the game appreciate it's own weird edge-cases, such as you being able to shoot at a reflection of an enemy through that same enemy standing right in front of you. It's a design approach I myself really love and am trying to kindle in my own work. I'd love for more strange angles to be accounted for like this.
Maybe something if you shoot through a row of enemies without hitting a wall, possible if the player stands close to the edge of a platform and shoots at the closest reflected platform above them?
Maybe shooting an enemies reflection through that same enemy yields some sort of movement/crowd control benefit, to help them escape being cornered if they have the awareness to capitalize on that angle? The game is such a rich design space that you probably have endless ideas for where to take this game going further too.
To summarize: good game. very good game. good job, keep it up! Much like all the enemies in PSYCHE, I too will be keeping an eye on your work with keen interest 👁️
Cheers!
Thanks a tonne for comment, I'm really glad you enjoyed it as much as you did - I do like where your head is at with playing with angles more, and I will be having a think about potential options for sure - play around a little with what I can make.
We'll see where it goes in the future.
The game itself does check if there's an update ready, so whenever you launch the game you should have notification right there on that menu screen if there's something new, so please do continue to share your thoughts, I love hearing what people think about the project.
Thanks a million again!