Initial trailer. Features the whip, the grappling mechanic and some basic enemies.
Second trailer focusing on a new level revolving around poltergeist enemies possessing props and the players greatly expanded kit.
Sprawling forest level featuring Wolves, Snakes, Mermen and Fairies, some of whom have unique interactions with the players weapons.
Colosseum level that changes the pace by keeping the player in one area by constantly shifting the layout around them. Centered around the new modular gladiator enemies that can change behavior and abilities based off what equipment they've picked up.
An attempt at non-linear design with a winding labyrinth of a laboratory. The player must explore and solve puzzles to make progress, all while moving around immortal enemies that can be revived with a jolt of electricity and a dangerous pursuer.
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Whip & Tear

This is a whip based third person shooter where the player can take aim and slash their targets at any angle they deem necessary. They can also grapple objects and enemies once the whip has made contact. Producing a variety of results depending on what they've hit and where they've hit it.

This started off as an experiment to bridge the gap between how whips are presented in martial art movies (complicated, requires complete precision) and how they work in most games (functionally a sword with more reach, maybe doubles as a grappling hook).

Once I was happy with the initial prototype, I wanted to prove to myself I can commit to a long term project and continued to work on it, creating new levels, new enemies, and concepts to push myself with.

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Jordan Hales
Game Designer Andover, United Kingdom