Upgrade Your Account!

Hey! To start this decade right, we believe Newgrounds should be ad-free for EVERYONE. For this to work, we need people who have the means to become paying supporters. For just $3 per month or $25 for the year, you can help this happen and get some nice perks!

For the month of February we have disabled ads on all E-M content. We need 202 people to reach our goal of 3,100 active supporters. If we hit that, we'll continue with a new goal in March!

Please check out our Supporter Upgrade and consider coming aboard!


Share Collapse

Author Comments

This game was made in 2 days. There are only 10 short levels, and the game does not save your progress. Enjoy!
Controls: Arrow keys or WASD, X or Spacebar to shoot

Log in / sign up to vote & review!

Newgrounds accounts are free and registered users see fewer ads!

nice game, just a little bit too easy... I like the "electroshock"...

This game is good. Unfortunately, I didn't realize you could kill the machines until the second to last level (I'm retarded I guess), and some of this was written while playing. So forgive me if some of it sounds mean and angry, because It was meant to be, because I was.
It feels a little unfair that the enemies have a range within which it will hit you, while your attack has a single beam. Because of this, lining up shots, shots which would work for your enemies right in front of you, requires an extra move. The more immediately the player can react, which they gauge based on the game's pacing, the more ownership they take of the wins and the loses, so it feels the game responds slower than it should when you see how fast the enemies are. Shooting, then having the enemy come into the beam's path, then having them survive since it takes a full shot to kill them was why I though shooting them does nothing (low expectations for a indie game I guess).
Since the enemy's line of sight is equal in length to the distance between the player and the floor/ the player and ceiling of the screen, if you are heading down and they are looking up, you will run into them and unequivocally be killed instantly. The same applies, to a lesser degree, to the horizontal directions, where their line of sight is about two thirds that distance, giving the player almost no time to react, considering the player/enemy's speeds. Another, similar issue is that they turn instantly, unpredictably, and move unpredictably. This means there is very little guarantee that any tight moves near them you try to make won't kill you instantly out of no fault of your own. There's a reason in triple A stealth games guards have suspicion meters and chase you rather than kill you immediately after spotting you; to give the player some elbow room to operate. I'm not saying it's too difficult, it's just plain unfair. An easy way to fix this would be to have them turn slower and make their line of sight visible even when they are past the screen's boarders, and to have them stop in place for a moment before moving again.
I do like that their movement is partially random, since it means every time you start up the level something new might happen. And everyone's movements being linked to a grid is also cool, makes things almost tactical when you're trying to slip by someone.
Artistically, everything feels more pace holder, like textured tiles almost.
Anyway, real good game, even if I didn't enjoy most of it due to unfounded rage.

The character maneuvering and controls felt a bit odd at first but quickly got used to it and it started to make sense. The game does an excellent job at teaching you how to play and what its mechanics are without spilling it all out for you. Good job, pretty fun game for something made in just 2 days. Keep it up!

Wow, really cool game! It felt really good to destroy some ennemies, very impactful, however I do wish the movements felt less limited, now, the music was awesome, and sound design overall too. Felt nice to have a boss at the end as well :)
I feel like some rooms had overly long corridors for no reasons though and it would been the restart right in the action sometime, some room can have long corridors for ambiance ofc, but not all of them, the trickiest one would be nice to restart instantly where it's hard due to the one hit nature of the game, also the movements of the ennemies could be less random, or have some sort of indicator, and maybe a more zoomed out camera, lots of time I died on ennemies that turned for no apparent reason and that felt unfair. But outside of that, loved it :)
Especially the vibe it gave me!

Man, that was great! Loved the boss!

What got on my nerve:
The character won't turn when against the wall. And also, enemies starting with a random direction, making me fail in places I couldn't foresee.

And the music was unearthly! What's the title?