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Telekinesis Engine

rated 3.90 / 5 stars
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Action - Shooter - Run 'n Gun

Credits & Info

Jul 10, 2010 | 4:53 PM EDT

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Author Comments

This is an engine FlashChickBoom and I have made! I used his graphics for the weapons, platform, and character, although the character was animated (poorly) by me. He was supposed to animate it, except that I haven't been able to contact him, so don't even comment on the way he jumps. Another thing I'd prefer you leave out of your reviews is the size of the weapons compared to the main character. Right now the only thing we're really stressing is the engine, not the graphics. Oh, and sorry for the rainbow cursor. Any other color blends in with the background too much.

What we really need to know is if this is worth finishing.

WASD - Move
Mouse - Pick up and swing weapon
Click - Drop weapon
The damage you inflict is greater the heavier the weapon you're using is. However, larger weapons use up more mana, and higher mana also means higher damage. The more mana you have, the easier it is to move the weapons around.



Rated 5 / 5 stars


take out the gay ass jump ( no offence!)

Kwing responds:

Every time I see the jump the word "eggroll" pops into my mind. The spinning is pretty shitty.


Rated 3.5 / 5 stars


Just improve upon the way the telekinesis works, like the way the weapons swing, and It would be really cool.

Kwing responds:

Yeah, I've already gotten a suggestion about that. It's gonna be a bitch to work on, but we'll see how it works out.


Rated 2.5 / 5 stars


Figured I would share my proverbial two cents. I think what you have is an ok start. As some other people mentioned it is still very incomplete and hard to tell what the real game dynamics would be. But I have some thoughts none the less.

1. The character movement is probably the more appealing thing that you have put forth here (though it sounded as though you were unhappy with that) my only issue is that he seemed to spin in the wrong direction. But visually it felt better than the weapons.

2. Although the concept is sound you really need to be running things on a physics engine to make a game like this good. The items should have a hold point and swing with the movement of the mouse. Or alternatively, give a sepperate key to remove the weapon, have the item held stiff, and then have a swinging attack applied using the mouse. Again with throwing you could make it a key command, or in a physics based platform the motion of the mouse would be conserved in the freed object.

3. As a demo one doesn't get a good feel of how damage would be applied in this. The health bar seems to drop regardless of where the item is being held. And although the mana bar does drop at different rates it does seem as though some ballance needs to be done.

4.Mute buttons are always nice. Just saying.

So overall do I think this is worth pursuing? Indeed I do. I think it has quite a way to go, but I think if you are determined you will make it. I guess keep up the good work, and keep trying. 2/5 5/10

Kwing responds:

I like your idea of the different controls. I'll definitely look into it. For this, it might be hard making something (especially the hammer) spin realistically, but I can try.


Rated 2 / 5 stars

seem intresting but....

theres just not enough there to tell whether its any good. love da music tho :)

Kwing responds:

Well you could have at least said whether or not you thought the same mechanics would be good in a full game.

I know, the music's dope :)


Rated 3 / 5 stars

it's somewhat good so far...

First of all with the telekinesis engine you might want to put a ragdoll type engine within it, it kind of ruins the "telekinesis" feeling when all it does is rotate, I want the "I'm swinging a sword with my mind" type feeling not a "I picked up a weapon and now it's rotating" I want to be able to throw the weapons too

It's good so far and keep it up Kwing, this has alot of potential!

Kwing responds:

Hmm, I could try and make the way you hold the weapons more "wobbly" and weighted. The only problem is I can't program Flash to recognize when the player is intentionally trying to slam in an attack, and when they're just moving it to this area or that area. It would have looked worse if it hadn't rotated, but I agree something could be done about it. Thanks for pointing that out!