BASILISK
A downloadable game
Rend the steel, until nothing is left standing in your way.
BASILISK is a cel-shaded movement shooter set within a dystopian megastructure known as Complex One, ruled by an omnipotent AI. You play as a Hybrid - a fusion of man and machine capable of extraordinary feats. With only your weapons and the clothes on your back, you must ascend to the very top of the Complex, and slay the BASILISK.
The current build is intended as a playtest, in order to get feedback before full development of the game begins. With that in mind, I would appreciate as much feedback as humanly possible!
Status | In development |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | GGSEvan |
Genre | Shooter, Action, Role Playing |
Made with | Unity, Blender |
Tags | 3D, Cartoon, Comics, First-Person, Parkour, Robots, Unity |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Configurable controls |
Links | Twitter/X |
Development log
- Major overhaulsApr 29, 2023
- Release 1.2.0.0Feb 04, 2023
- Mac at LastJan 15, 2023
- Hotfix 1.1.0.1Jan 10, 2023
- New Year, New BASILISK!Jan 07, 2023
Comments
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0/10. Not enough water.
Water level soon
I hate water levels
The demo honestly was pretty neat. Despite some jank to do with struggling to get the exact feeling of when you could pop up a ledge or get a wallrun to stick everything worked pretty dang smooth. Despite the minimal feedback the guns honestly felt pretty decent which was a pleasant surprise! The dashing felt underwhelming with it feeling more like a quick-dodge than a platforming tool which feels more fitting of a circle strafe heavy arena style shooter than something which feels more in line with a mirror's edge style game from the demo area. Having a dash with a longer cool-down or higher cost that better stalls downwards momentum would be a more fitting platforming tool in my view but then again it loses that quick-dodge utility of the current dash. The shotgun, although powerful, had a highly punishing reload compared to the pistol or SMG which tended to be somewhat comparable for DPS making it less worth using at all ranges than another option even if simply because of the reload and pump time. Perhaps making it more consistently one shot within close range could give it use as something to quick swap to for getting enemies off you in close quarters? I didn't use the sword much simply due to the slow swing with a long delay and danger of using it against enemies which were most reliably dodged by keeping moving at a mid range where half the arsenal is more than effective. I imagine in levels laid out differently to the demo level different weapons would flourish more or less. Overall I think there is a lot that works here and with some tweaking and fleshing out it could be turned into a really fun shooter game!
I forgot to mention the visuals because they just kind of felt natural and fitting. I quite like how you hold a hand out while jumping, something about it just kind of works? Idk what but I like it a lot haha
Hey, thank you so much for playing! Reassuring words like yours are what keep me working on the project, and I intend to take your criticisms to heart!
I'll be releasing a build by the end of the month which should hopefully address the shotgun and dash feeling underwhelming, along with fixing some jank and adding a lot more content.
I hope you'll come back to the game when more is added, and it'll eventually reach the potential you see in it! :)