
FLERITZ - 2027 Impact Project Preview
- A preview of the next 2D action game by PD_CGT -
65XX.
Earth is recovering from a global catastrophe.
Humankind bands together to rebuild society and shelter the impoverished. BUT, in this time of uncertainty and destabilization... there are opportunistic capitalists leering overhead, with salivating gums and bared fangs...
CONTROLS (keyboard)
Arrows - Move/Crouch
Z - Jump
X - Drill Attack
C (tap) - Change Drill Gear while Attacking
C (hold) - Super Ignition
*this preview is intended to introduce the core game concept and narrative conceit. most of this demo is cutscenes. game mechanics and art may not be 100% representative of the final work.*
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Author | PD CGT |
| Genre | Action |
| Made with | Construct |
| Tags | 2D, Boss battle, No AI, Sega Genesis, sega-saturn, Singleplayer |
| Content | No generative AI was used |

Comments
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ok I *just* finished playing through it and HOLY SHIT THIS IS GREAT!
the story had me locked tf in.
and the gameplay feels so fucking fun!
it's like alien soldier but your main weapon is what happens when you run out of ammo. and then to top it off you also got the dmc4 nero gear change stuff too!
it's soooo gd good!
like, this is the kinda shit that reminds me of why I loved games.
everything.
the visuals, music, and the sfx!
...everything is just so fucking good.
it took me a little bit to figure out what was going on, and I did the gamer thing where I didn't *really* pay attention to the tutorial so I ended up beating it without using the really big attack lmfao, but now I wanna play it again.
there were times when I kinda felt like I wanted a dash or a slide or something to get distance, but I think I understand why there isn't one, plus this is literally just a demo, so I don't really know what you got cooking. I'm not saying this as a critique but more like these were things that my brain was subconsciously looking for, so I noticed when it wasn't there. like I kinda wanted to do a megaman slide at one point, for whatever reason lol.
I really liked the control scheme for the gamepad. putting the gear shift on the trigger was so damn satisfying. whew!
speaking of satisfying, I REALLY loved the tutorial section's implementation. very peak.
*chef's kiss* jlkasdfjkl.
one other thing was that when I was running on the ceiling I kept wanting to double tap to get off the ceiling, but I feel like that's muscle memory from something else. either way I thought I'd mention it as well.
again, not like a critique or complaint, and more like an observation, since I feel like information like this is really valuable for game design in general.
WOW this is so fucking cool.
I'll be excitedly looking forward to what you do with this b/c it's so gd cool. this is the juice. the sauce. the seasoned flavor.
excellent work!
Pretty good! Bring it!
I wonder how this game is going to be balanced on hard mode? Smaller drill? Enemies popping in from behind?