|A gif from the original project|
|Killing these guys is so much more satisfying when you just spent an entire stealth mission running from them|
Gabe's Comment: I like the idea of shifting rapidly through many strange and interesting worlds. A problem I often run into with procedural worlds is the feeling that they would be more beautiful if they were pre-produced for me. Games like Minecraft and its infinite kin allow me to do the beautifying myself
Uneditable procedural worlds are often platforms for simple but solid mechanics. Examples of this would be The Binding of Isaac..
... and DownWell.
These experiences rely on mechanics that are basic enough to be water-tight. The less variables the core mechanics involve, the less opportunists the game has to fuck over the player with things like unbeatable levels and cheap deaths.
Your project seems to fall somewhere in the middle. You aren't blasting through controlled procedural danger zones, but you aren't meandering in vast construction zones. It seems you're using your combative tools only as much as is necessary to dimension hop.
So, perhaps this is a procedural world about movement. You begin the game without the combative tools right? So you're tasked with moving strategically through the environments. The radar is a necessary tool because you primary goal is moving to the next dimension. The first weapon you get, the ShockWand, allows you to face threats, but at the expense of what was previously your primary defense, movement. As you mentioned, the StaticBlast requires ammo because it's incredibly powerful. You can both be destructive and keep moving.
I think the tool that's missing is something that introduces more unique skill to movement. A dash, a teleport, whatever. Once I'm a skilled player, if I'm in a situation where my ShockWand is too slow and my StaticBlast is out of ammo, I don't want to helplessly wander. I'd rather use a tool I can master to make retreating skillful. When I'm going to inevitably run into enemies, I'd love to be able to choose between lead footed combat and nimble maneuvering.
I'm sure there's a lot more to come and I'm excited to see it. I have questions about style, marketability and motive, but I have no doubt all those things will be written about in due time. For now, I'll just wait to see how you move forward.