Feb 20 Update: Dodge system, shield, energy gun, aiming assistance and more!


This update brings a few new skills and game mechanics.

However, tutorial level is not updated to reflect such changes; therefore, this update is released as a preview and must be downloaded from the preview link.

Since telekinesis gun is added, left mouse button no longer maps to telekinesis. Use middle mouse button to perform telekinesis and left mouse button to shoot.

Dodging & Mind Overload

Mami can now dodge bullets! By pressing SPACE right before bullet impact, she will avoid damage and use the kinetic energy from the incoming bullet to teleport to the location you're looking at, without consuming Esper energy.

When you see a yellow ring like this, press space to dodge:

If you press SPACE after the yellow ring turns green (shown below), you trigger a perfect dodge which refills your Esper energy.

Three consecutive perfect dodges triggers mind overload which renders the world in slow motion for a certain period of time. The number of current consecutive dodges is displayed in a bar above the energy bar:

A failed dodge would result in a refractory period during which dodging becomes unavailable.

Telekinesis Shield & Telekinesis Gun

Mami has now learned to use telekinesis to stop incoming bullets and use them against hostile units!

Press Q to turn on/off Telekinesis shield. When the shield is active, you will see jigging distortions around the screen corners, like this:

Telekinesis shield stops incoming bullet and absorbs damage. In addition, stopped bullets can be launched with telekinesis to damage enemies. Mami keeps stopped bullets floating left to her head, and the amount of bullets you have is also displayed above the perfect dodge combo bar:


When there is bullet available, press left mouse button to shoot.

Improved Telekinesis Handling & Aiming Assistance

Telekinesis now has two modes: hold mode and launch mode. Hold mode pulls the object towards you, like this:

Launch mode pushes the object towards where you're looking at, like before.

To help you aim, the target which the object gets pushed towards will snap to enemies. When snapping happens, you will see a red circle on the snapping target, like this:

Launch mode consumes much more Esper energy than hold mode.

Numeric Adjustments

  • Maximum Esper energy is increased by 100%;
  • Esper energy cost for self-telekinesis (flying) is reduced by 50%.

Other Quality of Life Improvements

  • In selecting teleport target, the location you're looking at is now the feet location you will stand at when teleportation finishes. This makes teleportation much more intuitive.
  • Esper energy bar now changes color when energy level reaches certain thresholds.
  • As Esper energy drops, energy bar now reduces the number of segments visible rather than shrinking continuously.
  • Enemies in the dome level now do not get stuck in front of vehicles.

Files

Preview game download line (Google drive, includes latest features)
External
19 days ago

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