Proto Kickback
The rapid prototype I built in a day (05/05/2025) as an exploration of close-quarters FPS about deliberate pacing, tight spaces, and creatively using your kick to control the fight.
WIP, Version 1, within 14 hours (05/05/2023)
I gave myself several core design constraints:
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Minimalist Moveset
Inspired by the thrill of close-corner gun fights and the fun we've all had hiding behind a corner in Team Fortress 2 or ducking around a catwalk in Counter-Strike with a shotgun—I stripped down the conventional FPS kit. The only tools are a slow, close-range shotgun (6 rounds before a long reload) and a deliberate kick as the sole melee. The result is a slower, more strategic playstyle where spacing and timing matter. Think DOOM’s gun fight with the pace and decisiveness of Hotline Miami. -
Environmental Combat Through Kicking
The kick mechanic isn’t just damage—it’s space control. In large areas, it creates breathing room. In tight spaces, it slams enemies into walls, dealing bonus damage. The level design plays into this, turning positioning into a tactical layer. [drafts and sketches here] -
Emergent Interactions
Kicks also interact with the world—boot enemies out of windows, knock barrels into groups for AOE, or stagger enemies into hazards, bouncing enemies into each other for double damage... The system encourages playful experimentation and physicality, and I think there’s more depth to explore here. -
Next steps
Enemies should be aggressively attacking the player, and there should be shooting enemies that punish distances. -
Technical setups​
"True first person" setup. Gun and animations from Maximo and epic's starter packs... Hit reaction material.. Shooting, Kicking. Retargeting and tuning.