Rushdown (CONCEPT)
A downloadable project
A first-person shooter where using movement, changing the environment, and creativity are vital to surviving against the enemy.
Gameplay Loops
- Movement & Improvisation - Gameplay would focus on movement controls, special skills, and environment interaction, forcing the player to produce on-the-fly tactics to win an encounter with an opponent. This improvisation would occur per firefight depending on where it occurred and the actions of both combatants.
Comparable to games like Titanfall 2 and Ultrakill, though in order to differentiate there would be additional interactions such as destructive environments. The loop itself would involve moving around the map and dodging and maneuvering while attempting to hinder an opponent's movements during firefights, with the occasional retreat out of combat. - Gunplay - As with any FPS, shooting your weapon is essential to gameplay. The loop consists of firing at an opponent, avoiding fire from said opponent, and reloading or switching weapons when necessary (typically when running out of ammo or the enemy moves to a different range bracket).
Comparable to almost all FPS games such as Call of Duty, Counter-Strike and others. - Loadout Customization - In order to allow the player to have control over their style of gameplay, a variety of weapons can be equipped. The gameplay loop resides in unlocking weapons, changing loadout accordingly, and making progress in-game to unlock more. Weapon upgrades and customization would also be available.
Comparable to most FPS games like Ultrakill) or Doom.
Status | Prototype |
Category | Other |
Author | George Kreye |