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Arcade-Style Physics Brawler: Scuffle & Tussle in Dungeons

▼ Summary

– Awaysis is a physics-driven dungeon brawler where players control fox protagonist Auro to solve a drought crisis by exploring a floating island and battling enemies with dynamic combat mechanics.
– The game emphasizes physics-based combat over traditional damage numbers, inspired by games like Human Fall Flat but with tighter, more responsive controls and arcade-like precision.
– Combat features weighty, unscripted interactions, with weapons affecting animations and enemies reacting dynamically, including being knocked off ledges or fleeing when weakened.
– Enemy AI is designed to be strategic and self-preserving, influenced by Halo’s AI, with foes avoiding edges, communicating, and stealing food to heal.
– Awaysis blends RPG elements like randomized loot and upgrades with high-intensity moment-to-moment gameplay, prioritizing player engagement over passive combat.

High above the clouds, a floating relic called the Awaysis rains life-giving water to the creatures below, until the flow mysteriously stops, sparking chaos. Enter Auro, a courageous fox tasked with uncovering the truth behind this disaster. But survival here isn’t just about solving puzzles, it’s about mastering physics-driven combat where every swing of your sword can send foes tumbling off the edge of the island.

Developer 17-Bit describes Awaysis as a dungeon brawler, not a traditional dungeon crawler. While games like Secret of Mana and Minecraft Dungeons focus on gear upgrades and damage stats, Awaysis prioritizes real-time physics interactions. Creative director Jake Kazdal wanted to move away from canned animations, opting instead for a system where every hit, block, and shove feels dynamic and unpredictable.

“We wanted combat to feel weighty and chaotic, not scripted,” Kazdal explained during a preview at the Kyoto studio. The game blends the tight controls of classic arcade fighters with the emergent physics of titles like Human Fall Flat and Gang Beasts. But unlike those games, Awaysis avoids sluggishness, delivering responsive, high-energy brawls.

The key to combat lies in the oversized weapons Auro wields. Each swing reacts realistically, hitting a wall causes the blade to recoil, while a fully charged strike can launch enemies like a home run. Basic attacks include quick jabs and powerful slashes, with directional inputs changing their trajectory. Holding both triggers unleashes an aerial uppercut reminiscent of Street Fighter’s Shoryuken, while mid-air slams smash through obstacles.

Defense is just as tactile. Tilting the right stick raises your weapon to block, and well-timed parries send foes reeling with cartoonish flair. Movement adds another layer, sliding down slopes builds momentum, letting you crash through crates or knock enemies off balance.

Enemies aren’t mindless targets either. Inspired by Halo’s AI, they strategize, avoid ledges, and even steal food to heal. On higher difficulties, they coordinate attacks, forcing players to stay alert. “We want every fight to feel messy and alive,” Kazdal noted.

Though Awaysis includes RPG elements like randomized loot and upgrades, the focus remains on moment-to-moment intensity. Kazdal calls this “FPS”, not frames per second, but a cheeky metric for engagement. You can’t just button-mash here. Every move demands precision.”

Awaysis launches soon on Xbox Series X, PS5, and PC, offering a fresh take on dungeon combat where physics, not stats, dictate the chaos.

(Source: GameSpot)

Topics

awaysis game overview 95% physics-driven combat 90% dynamic enemy ai 85% rpg elements 75% game development insights 70% platforms release 65%
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