Awaysis combines physics and combat in a unique adventure

Awaysis promises a unique blend of physics-based combat and vibrant visuals, inspired by gaming classics.

Awaysis is the latest creation from indie studio 17-Bit, known for its innovative approach to game design. This new title seems to draw inspiration from both the whimsical physics of games like Gang Beasts and the classic adventure style reminiscent of Zelda. The game is designed to deliver a punchier, more engaging combat experience that encourages player creativity and strategy.

What makes Awaysis special?

The brilliance behind Awaysis lies in its unique blend of mechanics and visual style. Jake Kazdal, the studio’s founder, has expressed a deep fascination with physics-based games, emphasizing their potential for immersive gameplay. He believes that many existing titles do not fully explore the depth and reward that physics can offer. Awaysis aims to fill this gap by incorporating a playful, slapstick approach to combat, reminiscent of Human Fall Flat, while maintaining a compelling adventure narrative.

Visual style and atmosphere

One of the most striking aspects of Awaysis is its art style, which resembles claymation. Kazdal describes it as if someone took the plastic, pre-rendered graphics typical of a PlayStation 1 game, molded them from clay, and then scanned them into a computer. This results in beautifully textured 3D models that enhance the game’s whimsical charm and make the world feel alive. The visuals complement the gameplay, creating an engaging atmosphere that invites players to explore.

Combat mechanics that emphasize creativity

Combat in Awaysis is where the game truly shines. Kazdal’s vision is to create a system that feels impactful and rewarding. Players will find themselves wielding a variety of weapons, including swords, each with unique mechanics that encourage experimentation. For instance, the ability to use the environment strategically—like picking up an apple and throwing it at an enemy—adds layers to the gameplay. However, players must also be cautious, as enemies can use thrown items to heal themselves if they aren’t careful.

Magic and its chaotic potential

Awaysis also features a magic system that is both chaotic and entertaining. Drawing inspiration from games like Magicka, players can unleash spells that interact dynamically with the environment. For example, fireballs can create havoc, knocking objects around, while water magic can stun enemies and carry them off. This physical interaction adds a layer of unpredictability to battles, making each encounter feel fresh and exciting.

Gameplay structure and replayability

While Awaysis is not a roguelike like 17-Bit’s previous title, Galak-Z, it promises a sandbox-style gameplay experience. Missions are designed to be replayable, allowing players to return and tackle challenges with different strategies. Kazdal mentions that each mission completion rewards players with new gear and loot, including magical capes and armor. The procedurally generated power-ups ensure that no two playthroughs are the same, keeping the gameplay engaging over time.

Skill-based combat that rewards mastery

One of the core philosophies behind the combat design is to create a high skill ceiling. Kazdal emphasizes the importance of timing and strategy in delivering attacks. Players will have access to various sword strikes and defensive maneuvers, including blocking and parrying. The satisfaction of landing a well-timed hit after careful planning is a crucial part of the combat experience. This focus on skill not only enhances player engagement but also deepens the overall enjoyment of the game.

In summary, Awaysis promises to be a unique entry in the gaming landscape, combining a whimsical art style with complex, physics-based combat mechanics. As players embark on their adventures, they’ll find a world filled with creativity, strategic challenges, and a touch of humor. This game is set to redefine how we perceive combat in adventure games, making it a title to watch out for in the coming months.

Scritto da AiAdhubMedia

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