Project details

Obsolete
Obsolete is an atmospheric couch co-op action adventure set in a dystopian future where humanity's outdated mecha suits are all that stand against the rise of an advanced robots. You and partner pilot these old machines to resist the relentless onslaught on your homeland as you dodge , shoot, and strategize together to face off against a new generation of advanced robots threatening to overrun the world.
COUCH CO-OP | ACTION -ADVENTURE BULLET HELL | PC




Key Features
INNOVATIVE CO-OP CAMERA SYSTEM
The third person camera dynamically responds to player movement, maintaining a clear view of the game area, players, and enemies at all times. This allows for one of the first Third person, couch co-op, shooter game experiences.
FAST PACED CO-OP BASED SHOOTING
The game uses an aim lock system, and players can shift aim lock from enemy to enemy. And different enemies have different fire rates making the players to think on their feet ans strategize on the go.
CINEMATIC ART DIRECTION
The game uses a geometric art style paired with atmospheric lighting and soundtrack to deliver a cinematic experience. The menu and in game UI / UX is minimal and blends perfectly with the art style allowing for complete immersion.
DYNAMIC IN GAME MUSIC
The music is made in layers and matches the intensity of the game play by detecting the enemies that are currently active. (Each enemy has an activation range and only activates once either player enters that zone.)
Key Features
INNOVATIVE CO-OP CAMERA SYSTEM
The third person camera dynamically responds to player movement, maintaining a clear view of the game area, players, and enemies at all times. This allows for one of the first Third person, couch co-op, shooter game experiences.
FAST PACED CO-OP BASED SHOOTING
The game uses an aim lock system, and players can shift aim lock from enemy to enemy. And different enemies have different fire rates making the players to think on their feet ans strategize on the go.
CINEMATIC ART DIRECTION
The game uses a geometric art style paired with atmospheric lighting and soundtrack to deliver a cinematic experience. The menu and in game UI / UX is minimal and blends perfectly with the art style allowing for complete immersion.
DYNAMIC IN GAME MUSIC
The music is made in layers and matches the intensity of the game play by detecting the enemies that are currently active. (Each enemy has an activation range and only activates once either player enters that zone.)
Key Features
INNOVATIVE CO-OP CAMERA SYSTEM
The third person camera dynamically responds to player movement, maintaining a clear view of the game area, players, and enemies at all times. This allows for one of the first Third person, couch co-op, shooter game experiences.
FAST PACED CO-OP BASED SHOOTING
The game uses an aim lock system, and players can shift aim lock from enemy to enemy. And different enemies have different fire rates making the players to think on their feet ans strategize on the go.
CINEMATIC ART DIRECTION
The game uses a geometric art style paired with atmospheric lighting and soundtrack to deliver a cinematic experience. The menu and in game UI / UX is minimal and blends perfectly with the art style allowing for complete immersion.
DYNAMIC IN GAME MUSIC
The music is made in layers and matches the intensity of the game play by detecting the enemies that are currently active. (Each enemy has an activation range and only activates once either player enters that zone.)
Player Power curve : We maintain players "Skill:Ability" balance.
XP drops(enemy drops): Every enemy killed gives the player an XP pickup. As the level progresses the number of XP pickups required to fill up the XP bar reduces. When XP bar is full players get to choose Abilities (strategic upgrades) which include speed fire rate reload speed damage or health.
Co-op Strategy mechanics : The players have to think quickly and strategize differently to take down different enemy types. Enemy distribution and their radius of activation range throughout the level is a combination of first two points which creates a non-linear pacing.
Player Power curve : We maintain players "Skill:Ability" balance.
XP drops(enemy drops): Every enemy killed gives the player an XP pickup. As the level progresses the number of XP pickups required to fill up the XP bar reduces. When XP bar is full players get to choose Abilities (strategic upgrades) which include speed fire rate reload speed damage or health.
Co-op Strategy mechanics : The players have to think quickly and strategize differently to take down different enemy types. Enemy distribution and their radius of activation range throughout the level is a combination of first two points which creates a non-linear pacing.
Player Power curve : We maintain players "Skill:Ability" balance.
XP drops(enemy drops): Every enemy killed gives the player an XP pickup. As the level progresses the number of XP pickups required to fill up the XP bar reduces. When XP bar is full players get to choose Abilities (strategic upgrades) which include speed fire rate reload speed damage or health.
Co-op Strategy mechanics : The players have to think quickly and strategize differently to take down different enemy types. Enemy distribution and their radius of activation range throughout the level is a combination of first two points which creates a non-linear pacing.




