A top-down action roguelite with combos and telekinesis
Top-down, real-time martial-arts combat with combos, dashes, energy attacks and telekinesis. Each world split off from our history at a different point and went its own way. One run crosses a whole world in three acts, with a boss at the end of each.
Solo indie dev · in development · no release date yet



Combat
Light and heavy attacks branch into different combos depending on the order you press them. After playing some beat 'em ups I wanted a bit of that combat in a top-down game, mixed with telekinesis.
Fighting styles
The same buttons, four ways to fight. A style changes the blows, the dash and how every combo ends when you hold the last heavy.
Energy and powers
Energy attacks are learned and ranked up in the base. Telekinesis works on enemies and on the world around them, an idea I took from Psi-Ops.
Watch modifiers
The hero's watch holds one modifier per run. Early in the run you pick one of three from the trophies you own, then level it up or swap it after fights.
Found later in runs
The world I'm building now
A 17th-century branch of history where the Winged Hussars caught a zombie virus.
It's one of the worlds on the tree. You can play the worlds in any order and progress is saved per world. Six to eight are planned; this is the first one I am building.



Devlog
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Press kit
Branched Worlds is a top-down pixel action roguelite in development. No release date yet.
The kit has the logo (color and black and white), the profile picture, banners and gameplay screenshots. Use them freely in articles and videos about the game.
Download press kit (zip)Contact
The most useful thing for me right now is feedback on how the combat feels. Leave a comment under a video or send a message to the Facebook page.