1. B R I N G A N O B J E C T I N M O T I O N T O A
C O M P L E T E S T O P B Y A B S O R B I N G I T S
K I N E T I C E N E R G Y
Stealing & Storing Kinetic
Energy
Created By: James Pierro
2. Mechanic Info
Platform: Steam
Number of Players: Single Player Story Mode
Controls: Keyboard & Mouse
Perspective: 2.5D
3. Summary of the Mechanic
By clicking a moving object the player will slow it to a halt,
and fill their Energy Pack.
The size of the object and speed of the movement govern how
much energy is taken in a single use.
Once energy is taken from an object and stored a small
countdown begins. If the player does not find a way to unload
the stored energy before the countdown ends the Energy Pack
will short-out.
During an Energy Pack short-out players will be unable to
take energy from or give energy to objects.
This mechanic will allow players to control objects in both the
foreground and background, and give the player agency over
things they rarely take time to think about in games.
4. Mechanic #1: Stealing & Storing
Kinetic Energy
In the upper left we
have the player
character and a crate
hanging from the
ceiling. The crate is
swinging back-and-
forth in the wind. In
frame two the player
has clicked the box
and absorbed the
object’s kinetic
energy. As the object
comes to a stop in
frame three the
player’s Energy Pack
is filled with stolen
energy.
5. R E L E A S E S T O R E D K I N E T I C E N E R G Y I N T O A N
O B J E C T A N D G R A N T I T M O V E M E N T
Granting Kinetic Energy
6. Mechanic Info
Platform: Steam
Number of Players: Single Player Story Mode
Controls: Keyboard & Mouse
Perspective: 2.5D
7. Summary of the Mechanic
After absorbing and storing the kinetic energy of an
object the player can right-click a similar stationary
object to grant it movement.
This mechanic can open doors, swing platforms, or
change the shape of an area to better suit the player’s
combat or platforming needs.
Working in conjunction with the first mechanic the
player can stop or start moving and stationary
objects. This ability presents many interesting
interactions for platforming or combat segments.
8. Mechanic #2: Granting Kinetic
Energy
In the first frame the
player is met with a
gap too far to jump
across. The player has
energy stored and
grants that energy to
the platform in the
second frame. Now
that the platform has
kinetic energy it
begins swinging like
the crate was earlier.
In the third frame the
player can use the
now moving platform
to cross the gap.
9. F U E L T H R O W N - W E A P O N S W I T H S T O L E N
E N E R G Y
Kinetic-Charge Weapons
10. Mechanic Info
Platform: Steam
Number of Players: Single Player Story Mode
Controls: Keyboard & Mouse
Perspective: 2.5D
11. Summary of the Mechanic
Players will have the ability to use their stored energy as fuel
for projectiles. While normal throwing stars might be deadly,
putting the energy from a moving train behind one will drive
it through multiple enemies.
Pressing 3 to select a throwing-weapon and using it with a
charged Energy Pack can cause it to pierce enemies and some
obstacles.
The possibility of enhancing normal attacks with different
levels of energy presents many opportunities for
experimentation in puzzles and combat.
Knowing that players should try to avoid shorting-out their
Energy Pack means they’ll try to move quickly. This creates a
faster pace and fosters mastery of the mechanics.
12. Mechanic #3: Kinetic-Charge
Weapons
In the first frame we
see the player with a
full Energy Pack. He’s
used several throwing
stars on the enemies
to little effect. By
using stored energy
the player can charge
a throwing star and
toss it through several
enemies. In the third
frame the throwing
star has cut through
the enemies and
lodged into a wall
behind them.
13. D I R E C T Y O U R O W N M O M E N T U M O R
D I S C H A R G E I T O N A N E W O B J E C T
Kinetic Dashing
14. Mechanic Info
Platform: Steam
Number of Players: Single Player Story Mode
Controls: Keyboard & Mouse
Perspective: 2.5D
15. Summary of the Mechanic
By harnessing the energy of player-based-movement like
falling a long distance, the player can use the Energy
Pack to redirect their movement. This means avoiding a
hard impact or dodging in mid-air.
When moving quickly players can offload their own
downward momentum onto objects by clicking
themselves then the object in quick succession.
This mechanic presents multiple options to change up
the pace of the game. While players cannot use this to
directly double-jump, they can dodge while falling or
break a fall.
16. Mechanic #4: Kinetic Dashing
In the first frame we
see the player falling
down a shaft beside a
high-speed elevator.
As he’s descending
the Energy Pack is
gaining a charge from
the speed of the fall.
In the second frame
the player slows his
descent by unloading
his downward energy
into the elevator. This
moves it down and
allows him to come to
a safe landing in the
third frame.
17. B R I N G T H E E N T I R E A R E A T O A S T A N D S T I L L
T O O V E R C H A R G E T H E E N E R G Y P A C K
Overcharge
18. Mechanic Info
Platform: Steam
Number of Players: Single Player Story Mode
Controls: Keyboard & Mouse
Perspective: 2.5D
19. Summary of the Mechanic
By pressing 4 on the keyboard the player will initiate
overcharge mode.
This state will bring all moving objects on screen to a
standstill and keep the Energy Pack at maximum capacity for
a short duration.
During this time the player can use as much energy as they
want without fear of depleting the Energy Pack or Shorting-
out.
This mechanic presents another change in the normal
gameplay and expands upon the normal mechanics.
Overcharge only lasts for a short time, and will present a
challenge in how well the player can utilize infinite energy.
20. Mechanic #5: Overcharge
In the first frame the
player is surrounded
by two moving
elevators and a
swinging crate. In the
second frame
Overcharge is used
and all objects cease
movement while the
pack charges. In the
final frame the
player’s Energy Pack
is full, allowing him to
take as many actions
as desired without
losing any energy.