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Empatheam is a game that mixes the idea of making others happy with different mechanics that make it fun, as well as giving the player the option to find different ways to find solutions, bearing in mind that there is a limited (but variable) time to solve the game.

How it works?

During the game, we play four characters and can choose which one to start with. Each starts in a different corner, and each corner belongs to a different area, with its boss and situations inside buildings to solve.

We are going to explain this playability with pictures: 

Jugabilidad.jpg

On the screen, we see Felix, one of the characters we drive, one red, angry, and one blue, not angry.

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The red one has that radius (about 5 metres radius at a human distance) where he pisses off other characters with different actions (for example, insulting them, shouting at them or throwing things at them). He will move along a specific trajectory, and if blue is in that radius, he will get pissed off at a rate of one point per second as long as he is in that pissed-off zone. If it reaches 10 points of pissed off, it will get pissed off.

To piss someone off, you have to be able to hug them and to do that; you have to know what they want. To do this, you have to get close and use the empathy skill (X button, at a distance), which will let you know what they need.

Jugabilidad 3.jpg

Inside the circle appears what you need in the form of a thought cloud, and before that, the button appears in the first few attempts to find out how empathy works. When the pissed-off character receives an "empathy beam", he stays still for 1 second. 

If we hold the empathy button for more than 5 seconds, we will get inside the angry character's mind, and we will be able to solve his anger in a way with more action; while we are pressing the button, we will see some rays that increase in intensity until one thing happens (entering his mind) or another (not doing it). 

Once inside the mind, we will see the same scene with a filter of reverie or similar, and a bigger and angrier version of the character will attack us. If he hits us with his shots, we will come out of that mode, and we will be stunned for about 10 seconds (mechanic of pressing A x times, and so we come out of that state maybe sooner), and we can throw hearts to where we are looking, and each heart will make him smaller, while the last heart will take him out of that state of anger. Once he is out of his mind, we can hug him to get him into a positive state.

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Jugabilidad 5.jpg

If we don't get inside the mind, we will have to look for what it needs to get rid of it (in principle, an object). For example, let's imagine that the fallera needs a flower, so when we have it in our possession, the flower will continue flying (this is yet to be confirmed). We can throw it to her with the X button from a prudential distance (5 metres), and if it hits the character to be calmed, she will remain in a neutral state (blue), waiting for the hug. We can then give him a hug with X. When we have to throw the first object, X will also appear to help the player know what to do.

Once you have passed all the quadrants, you will have the big boss, with whom there is a dynamic similar to the other bosses.

From time to time we will be able to enter buildings, and there will be people in there that we will be able to unlock. These people will (in principle) not move from the building.

Here you have a brief explain on gameplay in spanish

SAY NOT TO WAR, HUG INSTEAD! ❤️

AbrazoJebi.png
Empatheam.png
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