Gameplay
Ahmmit’s Abilities:
Crawl: Being a quadrupedal creature, crawling is Ahmmit’s way of movement around the world. She can crawl along any surface (walls or ceilings) at slow and high speeds.
Pounce: It acts as a standard enemy assassination attack of Ahmmit as well as a faster way to traverse the world by instantly jumping to vantage points.
Echolocation: The game world always appears blurry/dark to Ahmmit and she must use this ability to make the area around her (in a specific radius) more visible for a limited amount of time.
Reach: Ahmmit’s arms can elongate over a distance which could be used to reach towards items/dead enemies and move them around in the world by grabbing them.
Pounce: It acts as a standard enemy assassination attack of Ahmmit as well as a faster way to traverse the world by instantly jumping to vantage points.
Echolocation: The game world always appears blurry/dark to Ahmmit and she must use this ability to make the area around her (in a specific radius) more visible for a limited amount of time.
Reach: Ahmmit’s arms can elongate over a distance which could be used to reach towards items/dead enemies and move them around in the world by grabbing them.
Fear Units:
Fear Energy: This resource acts as Ahmmit’s health which depletes at a constant rate. It also decreases slightly when Ahmmit echolocates or if an enemy attacks. A fixed amount of fear energy is required for Ahmmit to open up Ahmmit’s gate. Thus, the player needs to properly manage this resource in order to stay alive and get back home. Fear energy is refilled by consuming fear felt in enemies. (Take the red bubble image from GDD for website)
|
Fear Felt: This property acts as the amount of fear felt in an enemy which is a result of all actions performed by Ahmmit while being in the vicinity of that enemy. Some of these actions include echolocation, making a noise by crawling towards the enemy, dropping/throwing interactables or even being spotted. The property’s value dynamically changes since each action invokes a different amount of fear. However, after some time, the fear felt value starts decreasing at a fixed rate except when Ahmmit is spotted in case of which it immediately drops to zero and the enemy starts shooting at her.
|
Calm
|
-> |
Spooked
|
-> |
Frightened
|
Interactables
Static Items: These include items/objects that Ahmmit can interact with to create noise / induce fear. Since the world is a museum, the items would be anything one would find in a museum like medieval pots, knight armour, statues, animal skeletons, chandeliers, etc. Also, as mentioned earlier, Ahmmit can interact with enemy dead bodies too.
Collectibles: These include items that Ahmmit can collect to enhance her abilities and make progress in the game. These include fear multipliers, time upgrades and the shards of Ahmmit’s gate.
Gameplay Loop
A room consists of a single unit of gameplay, where the player must scout for enemies, as well as interactables that can be used to induce fear. Using this information, she will scare her enemies, kill them to harvest their fear and collect a shard if the enemy was holding one. She can then move on to another room and repeat the process. Note that it is still possible to traverse between rooms without killing all enemies in a room.
|
Single-Player | PC | Made in Unity 3D | Product not yet rated