Construct: Escape the System

Construct: Escape the System

It’s a platform game in First person view, so it’s different from what we usually have platformer wise.

If your a platfromer fan you are sure to enjoy this one, it’s different from what we usually experience, but it still is great and thoroughly enjoyable game, do note that the game is fairly simple to play but there is a difficulty spike that will test your patience, but in the end they are all doable, winnable and killable…

The game is beautifully done, the level design, layout, look and feel is very beautiful, a lot of care and attention went into creating a very beautiful and visually appealing game. The accompanying sounds really enhances the overall quality of the game, with a soothing soundtrack to really set the relaxing mood for the game itself, the combination of sounds and visual art really comes together quite well.

Real player with 38.4 hrs in game


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First of all let me say that this game will not appeal to everyone!

Now as for the game, the gameplay is nice, first person explorer/puzzle type. It starts off rather blocky as in any touch with a wall/platform/object instantly stops your movement. Once you get used to it, it’s rather fun and smooth.

Lots of areas to explore, Construct HUB, 4 HUBs, 4 System Core Acesses, 4 System Cores and several Ability unlocks. Each is fairly big and you will need to understand the mechanics to progress further.

Real player with 17.6 hrs in game

Construct: Escape the System on Steam

The Corridor: On Behalf Of The Dead

The Corridor: On Behalf Of The Dead

I truly enjoyed playing this game. The atmosphere was what kept me going to explore and discover more of what was going on here. If you liked playing Observer and Soma this game is right along those lines but with it’s own twist. It’s got a nice flavor of creepiness without resorting to jump scares to make you feel uneasy. . The ending is with a ‘to be continued’ tag and I do hope that there will be more game play to follow. Achievements are available which if you try to complete them will aid you in solving more of the mystery.

Real player with 61.0 hrs in game


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The Corridor: On Behalf Of The Dead is a story based Sci-Fi / Horror game that focuses mostly on setting a strong unsettling atmosphere while adding sci-fi elements around it.

You spend most of the game walking around exploring memories and piecing together the story. The cohesion system really works well and adds a nice survival mechanic.

Audio is relay nice too and adds a disturbing layer to the experience.

8/10

Real player with 47.4 hrs in game

The Corridor: On Behalf Of The Dead on Steam

ULTRAKILL

ULTRAKILL

ULTRAKILL is a pretty cool robot, eh kills demons and doesn’t afraid of anything.

Edit: I call this webm “SHINING SPEAAAAAARRRRRR”

https://files.catbox.moe/ctzmr3.webm

––The Gameplay—-

See that trailer? That’s the sort of action you’re going to be pulling off when you get used to the flow of the game.

ULTRAKILL is made by a developer who knows his audience, and his gameplay design choices show it. In this early access build, you have an arsenal of five different guns with two or more alternate versions which you can carry all at once, and two different fists. They all have their unique uses. My favorite guns are the Marksman Revolver (which allows you to pull off a skillshot by hitting an airborne coin) and the Pump Charge Shotgun (which allows you to charge up the power of your shotgun and makes you explode if you overcharge, wiping out enemies around you). The variety of this game lends to the player being encouraged to swap weapons frequently to avoid the animations and fire guns faster.

Real player with 104.6 hrs in game


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Absolutely one of the best FPS available right now. My personal favorite.

Taking influences from legendary games like DMC and Quake is a big deal and I thought that there is absolutely no way that someone can deliver that as a solo dev.

The game somehow manages to do that very competently. Quake influences are very obvious with a really amazing and skill expressive movement system that lets you build up insane amounts of speed and gives you even more freedom than Quake to zoom around the map, and a really smart take on the ID arsenal that I think gets overlooked when talking about this game. For example the classic way a railgun type weapon is handled in ID games is giving it a smallish cooldown while making it pretty strong. ULTRAKILL amps it to 11 and gives it about 10 (?) seconds of downtime and makes it BLAST. Every weapon is some sort of a variation of an ID arsenal counterpart, but amped to a crazy degree to allow for more skill and creativity expression and prompt actual gameplay choices on how to tackle every situation.

Real player with 75.0 hrs in game

ULTRAKILL on Steam