Krafted Games has announced that its minimalist, randomly-generated FPS Polygod is headed to Nintendo Switch next month.
The game is set to feature a "brutal" difficulty curve, epic boss fights, and arena-shooter style action in local multiplayer and online vs/co-op multiplayer modes. Polygod offers a deep level of weapon customisation and extensive multiplayer features, coupled with that randomly-generated level design which aims to offer players a different experience every time they play. The official PR's feature list is a pretty hefty one, so we'll let that do the talking below:
▪ Infinite level possibilities - maps are randomly generated and seeded providing a tonne of replayability, but then shareable among friends in order to encourage competition with full leaderboard support
▪ Brutal Difficulty curve - Only the most skilled gamers will ascend to Godhood…
▪ Online co-op and versus multiplayer - Allows for competitive fun to be had among friends featuring daily leaderboards. (Versus multiplayer not available on Switch.)
▪ Skill based gameplay - Built upon a principle that if one lacks skill, it can be substituted for strategy and vice versa. Eg. unskilled strategic players will be just as good as skillful nonstrategic players.
▪ Unique ‘Blessings’ based weapon customisation system - Combine and stack ‘blessings’ to create hundreds of thousands of unique weapons, blessings combine to give a high level of depth. Deep understanding is required to fully utilise the blessing system which in turn gives a high replay value
▪ Classic FPS controls - Polygod’s controls are reminiscent of Quake 3 and the original Doom, bringing a classic gameplay vibe back having been absent since the 90’s!
▪ Gyroscopic controls - Nintendo Switch version only
▪ Super fast paced and addictive - requires hundreds of hours to master, a speed-runner/hardcore gamer's dream
The game is scheduled to launch on 17th August worldwide for £16.19 / $14.99 / €16.59.
Are you up for this one? Share your thoughts with us in the comments.
Comments 22
Why is there no versus multiplayer on the switch?
Not really a fan of the art style. But I love FPS games on Switch so I'll keep my eye on it.
Depending on the review. I might get this for the switch!
Somewhat interested.
@NewAdvent Because, only switch players know da whey
First line "Randomly Generated", ah well, not for me
@NewAdvent dualshock 4 has a cheap and inaccurate form of gyro.
Oh this looks interes- Randomly generated? I'm out.
@liveswired @NewAdvent Ah the Sixaxis technology. Sony's tack on that they never fully developped. I member that Lair debacle.
@NewAdvent You can use the Dual Shock 4 and its track pad and gyros to their full extent on PC/Steam.
@XenoShaun It works fine, they're just regular gyro controls, how is it not fully developed?
@Octane Most of the games I played (and a few they shoehorned it into) barely responded well. Maybe I just had a few broken controllers (I had two sixaxis and a DS3) but seems unlikely.
Note not played really any on PS4 so can't really comment there. But would think Detroit would use that stuff?
For PS3 standouts had bad issues with were Call of Duty 3, Lair, Heavenly Sword, GTA4 and Heavy Rain (though I think my copy of that was borked as it had severe audio issues for headphone use).
@XenoShaun @Bunkerneath
Same.
I hate this trend. Level design is one of the most valuable arts in creating a good game. I don't mind randomization as a bonus feature, but I don't care about your "endless replayability " when I'm endlessly replaying levels that may as well have been thrown together by a monkey
@XenoShaun Only tried the DS4. No issues here. Yeah, Detroit uses them. As well as Gravity Rush 1 & 2, Infamous SS and Tearaway AFAIK. Kinda wish games like Uncharted and Horizon also supported gyro aiming. Can't be too hard to implement, right?
@Octane Then I retract my statement. Glad to hear it has been given more care for the DS4.
I do hope Sony take notice on how well Gyro is working with Switch being so popular, maybe they'll see it as a worthy addition. I mean they went back and patched a bunch of their old games to include ps move support - a function already built into their main stay controller can't been too difficult to implement.
@Octane I couldn’t beat bosses on normal I’m horizon due to how bad I aimed. But in botw, I could easily headshot a moving lynol.
@Donutman Eh, it's something you have to learn. Gyro controls weren't a thing before the Wii era, and we managed just fine, but it's a lot more convenient!
@Octane @Donutman I had similar problems with Splatoon series. Splatoon 1 I was absolutely awful with the gyro, and didn't really see myself using it for much. Now with Splatoon 2 I wouldn't have it any other way, and using it with Botw too is a godsend over analog aiming.
@Octane before the Wii era, there was only pc with keyboard and mouse for most of us. I was playing quake years before goldeneye, let alone halo even. That’s how we got by before Wii and gyro.
@Octane @XenoShaun I loved the Wii era. Skyward sword was awesome when played with s steady hand and not just waggling. It showed how far launch twilight to motion+ on skyward changed motion control. I like star fox zero and even used gyro on n64 3ds version. It just feels so much more natural then button presses. Some game just get motion wrong though too.
"maps are randomly generated" - Hard pass.
Looks like another "my first Unity/UE4 FPS passed to Steam/Switch".
Student projects should remain student projects. Come back when you have a game.
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