Forcebound — Prototype

Forcebound is an early physics-based 2.5D top-down prototype where you don’t deal damage directly.
Enemies only die by being pushed into walls, pillars, and the environment.

This prototype exists to answer one main question:
Is this core gameplay fun and addictive?

Everything else comes later.

⚠️ Prototype Disclaimer

This is a rough prototype:

  • No sound

  • Limited enemies and upgrades

  • Balance and pacing are work in progress

  • Visuals use temporary assets

🎮 Controls

  • WASD — Move

  • LMB — Push Wave (main ability)

  • RMB — Secondary Ability (Wall) (only after unlocking)

  • Space — Blink (only after unlocking)

Abilities unlock via upgrades between waves.

👾 Enemies (current)

  • Lancers — Chase the player, deal 1 damage on hit

  • Tanks — Harder to kill, push the player into walls

  • Monks — Cast slow AoE zones that restrict movement

Enemies die by:

  • Being slammed into walls

🔁 Progression (Prototype)

After each wave, you choose one upgrade or unlock:

  • Improve push (range, force, cooldown)

  • Unlock or upgrade movement (Blink)

  • Unlock or upgrade secondary tools (Wall)

Enemy count increases every wave.

🧪 What I’m Testing

I’m specifically looking for feedback on:

  • Early-game pacing (does it feel slow or tense?)

  • Risk vs reward once Blink and Wall are unlocked

  • Upgrade choices (did they feel meaningful?)

  • When and why you died

Even 10–15 minutes of playtime is extremely helpful.

🚧 If the Prototype Is Successful

Planned (not implemented yet):

  • More movement abilities (roll, hook, etc.)

  • More secondary tools (turrets, traps, terrain tools)

  • Passive abilities

  • Meta progression between runs

  • More dungeon biomes and enemy types

  • Hand-crafted pixel art sprites

  • Sound, juice, polish

🙏 Thanks

This prototype uses the Tiny Swords (Free) asset pack by Pixel Frog — huge thanks for the great resources.

Thanks a lot for playing and giving feedback ❤️
Every comment genuinely helps shape the future of this game.