ːesc_warningː This is an experimental build! ːesc_warningː
The game has been rebuilt, with many things removed or redone.
The goal was to get rid of most of the garbage mechanics that took too much effort to support. It was also necessary to highlight the interaction between the two characters, and focus on a single path. I decided to go with the combat.
ːfire_warningː The following systems have been cut: ːfire_warningː
- Inventory
- Grenades
- Guns
- Psi-abilities
- Windows Wheel
- Shops
- Manual saving
- Mini-games
- Puzzle elements
- Globe as a world map
- Camera zoom control
- Spray
ːshieldyourassː Instead, something new appeared: ːshieldyourassː
1) Both characters are now capable of melee combat.

2) Each character now has one special ability. Estli still has the shield. A jetpack has been added for Dem, which allows him to hover in the air and deal with a bunch of low enemies.

3) Dem now has a chargeable melee attack that he can use to activate certain triggers, or charge Estli's shield to fire a powerful projectile.

4) Rocket boost up now works like a double jump, but moves strictly vertically.

5) Characters talk in some places while progressing through levels.
6) Since the items were cut along with the inventory, healing now requires interaction with a second character. The collected nanites are used to restore health.

7) The game does not end when one character dies, only when both characters run out of health. The second character can revive a wounded partner.

Of course, locations have also been redone to reflect the new mechanics.
While completing both missions used to take about 1-2 hours, now they are completed in 20-30 minutes. This is a great indicator, because before a lot of time was spent on inventory management, solving stupid puzzles, going through mazes and mini-games. These things started to annoy me at a particular point.
Would like to hear the opinion about the new version from those who played the previous builds.
That's all for now. ːskhandː