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T-Man in Dr. Psyius' Pit of Doom

T-Man in Dr. Psyius' Pit of Doom

by LimitPiercer

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T-Man in Dr. Psyius' Pit of Doom

Rating:
2.8
Released: April 30, 2012
Last updated: April 30, 2012
Developer: LimitPiercer

Tags for T-Man in Dr. Psyius' Pit of Doom

Description

Abducted in his sleep by Dr. Psyius, will T-Man be forced to kill his fellow superhero, or can he somehow protect himself and his homicidal fellow captive? Take on the role of T-Man in this game and decide whether to pursue survival or justice. What starts out as a simple avoider game quickly turns into a game of leading and protecting a fellow captive from the minions of Dr. Psyius while simultaneously avoiding both him and the enemies.

How to Play

See How To Play in-game.

Comments

0/1000
xelepart avatar

xelepart

May. 20, 2012

5
0

I strongly diagree with the guy who said "if you want to make this good, change it so it is exactly like every other game" then invited you to join his team. I'm really enjoying your game concepts. They are really interesting and original and focus on the unique idea, instead of trying to insert your interesting idea into an existing game architecture. Definitely keep making games your way. You'll hit a sweet spot on one of these and have a serious winner, I think.

xelepart avatar

xelepart

May. 20, 2012

3
0

This one of your games in particular is a little slow to get going, knowing about the five minute mark is nice and might keep me going, but right now I die pretty regularly by just not paying attention (thinking "should i intentionally die to a mine layer for the achievement, or try to live longer? oh i just died to a bouncy thing oh well...") I don't know what the higher tier skills do, but so far I get about 20-50 per death, which takes a couple minutes, so I am hardly better off than when I started (except I have a 2% change to live if I screw up and have >960 focus). Maybe I'm building my talents wrong, but I like the idea of having a "start later into the plot" kind of development, so I could feel like I'm progressing by spending points on that,s o I can shorten the part of the game where I am bored?

SkyCharger001 avatar

SkyCharger001

Oct. 15, 2013

2
0

one thing that may help would be to add cool-down-bars.
That way one doesn't have to guess when an ability is available again.

xelepart avatar

xelepart

May. 20, 2012

2
0

Executed decently, but it needs some more interesting upgrades, or a couple additional skills (perhaps a cheaper "teleport me to a safe spot if I get hit in the next N seconds" skill that is kind of halfway between the normal teleport and the "low chance if you get hit teleport"... or a "skip the first N seconds of the plot" as I mentioned in my other post. I bet with some brainstorming, there could be a whole other tier of skills. Also, when an entire tier of skills is dedicated to a skill I don't really care about, it kinda makes getting up to that skill level an anti-climax... Hope you keep making games.

xelepart avatar

xelepart

May. 20, 2012

2
0

Yeah, I've unlocked all of the skills now, and I feel like I'm not really interested in the T and S skills: They are very expensive and have long cooldowns, so I always want to save them, then end up dying when I should have used them. And without those, the game is just teleport to a safe spot and don't die, so I invest entirely in just a few skills, and since I have no new skills to see, and the investment in those skills is relatively slow (and relatively meaningless: I have tons of energy, so I can teleport all I want now)... so, I feel like racking up points won't help me get to the 5-minute mark, except for making my hitbox smaller... I dunno. Great, great idea, though. Thoughts for improvements in next comment.