It seems a bit to colourful for that kind of game, but maybe you could compensate this with light and shadow.
Still, maybe darker clothes.
It would be helpful too if you could show a first concept for an enemy, so it would be possible to compare them.
Gameplay possible:
- bullet-time effects
- telepathy/telekinesis (this sounds a bit over the top, think of the adept in Mass Effect)
- RPG-elements, like upgradable HP, speed, ammo, etc.
As you talked about "getting out with brute force" or "keeping peace", maybe lethal and stunning weapons?
Well, I'm still thinking up plot details and the setting out and the like.
The first enemy would probably be a member of the facility's security team, however.
The "colorful" aspect of the player character is semi-intentional; I want this game to be a bit deconstructive of the standards of the run and gun genre, and so maybe I'll defy some aspects of run and guns in ways like this. It also emphasizes how he isn't some super-soldier trained to kill, but rather a teenager thrown into this situation trying to survive.
Bullet-time effects? Like
Max Payne? Hmm, the point of the game is that you're
not a superpowerful being with extraordinary abilities, just a person with the regular capabilities of a human enhanced. Plus it'll be hard to program. But I'll think about it.
Same thing applies for telekinesis. I'm thinking of a boss that employs it, however.
RPG elements? Heck, I was planning that from the start, considering the
Iji influence. So what kind of statistics doe you have in mind, and how should the player gain XP?
Lethal and stunning weapons...I'll think about that, but "keeping peace", I was kinda thinking about just avoiding killing enemies directly and dodging their attacks and the like. What ways can you think of in which the player can indirectly kill enemies to avoid getting kills?
Finally, I was thinking of incorporating some Metriodvania elements in the levels. Plus, I want there to be different "factions" of enemies that would prioritize fighting each other first over the player. Have any idea how to program enemy AI scripts to do that?