A 60-second gameplay demonstration from v0.21, recorded and edited on 26 October. The footage uses arranged gameplay inputs and keeps the game HUD and sound.
Design intention and loop
I want FPS players to learn weapon timing while staying in control of movement and aiming.
Fight through an arena, recover in a supply bay and choose upgrades before moving on.
The design pillars are fluid movement, readable combat and rhythm rewards.
Development and feedback
The sixth-week record compares the prototypes, analyses nine pitch evaluations and follows up the class playtests.