It's all falling apart is a first person platformer about a world that's falling to pieces. Players race against the clock to traverse obstacles with jumping and parkour to get to an evac ship at the end of each level. After the timer reaches zero, the game won't end, but everything starting from the beginning will start falling rapidly in sequence. Every wall, object, piece of terrain will become a physics object if it wasn't already, and everything will begin to fall apart.
As the player you are extremely athletic, but unlike other games where parkour is traditionally carried out through key prompts at specific objects, you can use your mouse to control your hand when holding right click, and you can use this to grab onto nearby objects, ledges, and walls in order to surpass them. The player can swing themselves and pull their body weight above anything they grab onto, so the game encourages players to take leaps of faith and rely on their ability to grab onto obstacles in order to navigate. Players can also use grabbing to pick up objects such as large poles or crates, allowing players to climb into higher spaces and also allowing players to vault over objects.
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Dying Star is a game about fighting through hordes of enemies that spawn in waves to hinder you as you attempt to save a significant person from torture and death. The game is sequenced as one giant linear level which the player has to reach the end of, but as the person you are trying to save slowly dies, the world gets darker.
A player (or co-operatively two players) fight through respawning hordes of enemies that strategically try to keep players locked down into choke-points on the map for as long as possible to hold out the torture timer. The torture timer isn't represented with numbers or a meter, but instead from light resonating from a tower in the far distance that you are trying to reach. If that light is getting dimmer, you know your time is getting shorter. The level is laid out in a progressive strip mostly made up of obstacles in the form of progressively harder enemies, but at every new part of the level, a randomly generated set of weapons (from a premade selection) are laid out as a choice for the player to make. As areas and enemies get progressively harder, the player(s) are presented with new choices to counter their new challenges.
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