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LOP: Whitefall

Estudio/Desarrollador

TU Studio

A destruction-driven metroidvania where enemies have no health bars, using procedurally simulated realistic fracture.

A physics-driven metroidvania that takes place in a fully physical environment, completely different from other metroidvania games.

1. Real-time procedural destruction and fracturing

Destruction is not just about opening holes in the environment. Fractures and debris are generated in real time, and heavy impacts can trigger breakage, shattering, and chain reactions.

2. Enemies without health bars, and behavior changes through partial destruction

Enemies can also be partially destroyed, and that can change how they behave. A rolling self-destructing ball can be flattened on one side so it can no longer roll, while a drone can be destroyed through its core or shot down by taking out its wings. Besides disabling enemies, some enemies may also destroy the foreground paths or block your way, creating different kinds of challenges.

3. Level design built around destruction

Destruction is not only for spectacle, but also for puzzles and level design. You can push ice blocks to reach places you cannot jump to directly, use terrain and hazards against enemies, or break your way around them entirely.

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