A sci-fi first-person puzzle game with a fully dynamic physics-based world where everything is interactive.
Electronvolt is a sci-fi first-person puzzle game written in the D programming language, featuring a fully dynamic world controlled by a physics engine. It solves the problem of limited interactivity in puzzle games by allowing players to manipulate gravity and physical behaviors of the environment. The project includes a tech demo that implements the planned visual style and basic gameplay mechanics.
Game developers and enthusiasts interested in physics-based puzzle games, open-source game development, or projects built with the D programming language.
Developers choose Electronvolt for its high level of interactivity and fully simulated physics environment, which offers a unique puzzle experience compared to traditional static games. Its use of custom engines like Dagon and integration with Newton Dynamics provides a tailored, immersive gameplay foundation.
FPS with physics based puzzles
Open-Awesome is built by the community, for the community. Submit a project, suggest an awesome list, or help improve the catalog on GitHub.
Leverages Newton Dynamics for a fully dynamic world where everything is physics-controlled, enabling players to walk on any surface and push objects, as described in the gameplay section.
Uses the Dagon engine tailored for the game's visual style, providing optimized rendering and a bespoke foundation for sci-fi aesthetics, mentioned in the tech details.
Includes a Python-based launcher for pre-configuring graphics and GameJolt trophy system integration, enhancing user customization and community features, as noted in the README.
Emphasizes player creativity with devices to manipulate gravity and physical behaviors, offering a unique puzzle experience based on the philosophy of immersive simulation.
The repository is only a tech demo without puzzles or objectives, making it unsuitable for immediate gameplay or studying full game mechanics, as admitted in the README.
Building requires downloading separate asset archives and using dub, with additional steps for music files, which can be error-prone compared to integrated setups.
Relies on the D programming language and custom engines like Dagon, which have limited ecosystems and resources, potentially hindering community adoption and support.