September 3, 2020
AVERAGE PLAYTIME 0 HOURS
OFFICIAL WEBSITE
http://kozhakov.comAbout Game
You have to control the animal in an uncompromising struggle for survival. Each has its own individual characteristics: mass, speed, manoeuvrability, damage, skin thickness, absorb and dry. The battle takes place on land, in water and in the air. Water is a major resource that activates regeneration and prevents death from thirst. You can distance yourself, but the drought begins and players are forced to go to a risky rapprochement in the fight for the last water.<h3>How not to became Food</h3><ul><li> You need water, just put your head in it.</li><li> Water goes out, it's inevitable.</li><li> Use claws, jaws, hooves, horns and beaks in the fight for last water.</li></ul><h3>Early Access Features</h3><ul><li> The game is based on a sensitive sync of complex skeletons. Each part of the body, when collide with an obstacle, affects the movement according to its proximity to the center of gravity.</li><li> Sound appears through physical interactions. It feels authentic, and I think more surfaces will be added.</li><li> The maps are created procedurally, which allows to change the landscape quickly, which is very useful during work on balance and testing new modes. Ideally, the environment should contain non-obvious paths to victory for each animal.</li><li> Animals not invented, only used. Fourteen species are available: bear, boar, crocodile, crow, deer, eagle, elephant, fox, goat, owl, hippopotamus, lion, rhinoceros, wolf. Their numbers are limited to common sense. This does not mean that new animals will be actively added, but in the future, it will probably be part of a season cycle.</li><li> I look at the simulation as a potential single player mode in which you could create battles, by controlling behavior, training and tune units.</li><li> After obtaining sufficient data, detailed statistics for each species, player ratings, personal statistics, graphs, etc., will be available for all.</li></ul>
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