A fast-paced, multiplayer, competitive, abstract, top-down shooter
Two or more players fight in procedurally generated maps, in objective or deathmatch modes, in teams or in free-for-all.
The game focuses on tight and simple controls and mechanics, with enough subtlety for there to be an interesting skill curve.
There are three weapons, each with their unique style. The Relgn, the Rokt, and the Ktana.
Each of them have a way of tagging the opponent, a way of affecting friendly movement, and a way of affecting the wielder's own movement.
The Relgn is a direct-hit weapon. It fires in a straight line. It is the simplest weapon, and therefore the basis for balance.
As a hit-scan weapon, it can immediately score by tagging any other player in line of sight. It produces a small amount of kick-back which can be used to escape after a shot, and provide a small mobility boost overall.
Hitting a friendly pushes them back, allowing to "boost" a player into action.
The Rokt is a projectile weapon. It fires a pellet which detonates on impact with a wall and causes an area-of-effect around the impact point. It cannot directly collide with other players, so hitting a wall near a target is the only way of using this weapon effectively.
While there is little to no kick-back on firing, the detonation affects friendly players (and therefore the shooter themself) by providing a strong push away from the impact point. Used with skill, this provides excellent mobility, and gives the Rokt-wielder the highest potential speed.
The Ktana is a melee weapon. Upon firing the Ktana, the player is teleported a short distance forwards, any opponents on the path of the teleportation are tagged. Any friendlies on the path get propulsed backwards towards the starting position of the attack.
Upon exiting the teleport, the player maintains his original velocity, but is given a push in the direction of his attack.
In practice, the Ktana has the fastest speed and gives the easiest mobility to use, since, unlike the Rokt, the player does not need to use surfaces to propel away from.
Only one bonus can be active at any given time, picking up a new bonus removes and cancels the previous one.
The shield forms an arc opposite to the player's aim (so while aiming north, the shield protects from the south).
This protection has a timer, and prevents tagging from all hits that come from the shield's direction. It also cuts the trajectory of the incoming Relgn tracer, Rokt pellet or Ktana dash, potetially protecting friendlies.
The aura absorbs one tag from any hit. However, the hit is resolved normally, it only cancels the tagging.
Increases rate of fire
Increases mobility
Game runs for a specific amount of time, whoever has tagged the most players at the end of given time is the winner.
Every player has a given number of tags, which get removed when they are tagged by an opponent. When the tags run out, they are removed from play.
Game runs for a specific amount of time, at the end of the time, the team with the highest number of tags wins the game.
Round-based, tagged players do not respawn until the next round. A random member of each team is marked as the VIP. When a VIP is tagged, the round ends and the opposing team scores a point. The game continues for a set number of rounds, or until one team has scored a number of points.
Modifiers can either be triggered randomly during play, or be picked for the whole game.
The players from both teams are coloured uniformly, and so are the terrain and pickups (eg: red, blue and white respectively). The background evolves between these uniform colours, blocking from view the elements which have the same colour.
Everything is black. Players flash white when they touch a wall, grab a pickup or use their weapons. Bonuses flash white periodically. In VIP mode, the VIP is constantly white.
Everyone has a shield. Only the three other bonuses are available