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Project Glutt is a side-scrolling action game that combines exploration, combat, and ability management within a closed sci-fi environment. The player controls a creature capable of consuming enemies and using that process as part of progression. Instead of traditional upgrades, growth happens through interaction with enemies and surroundings. The world is structured as a connected facility filled with hostile lifeforms and obstacles that require careful planning to overcome. Movement and survival depend on understanding how the character’s abilities change over time.
The game places strong focus on navigating complex environments. Platforms, narrow corridors, and vertical spaces require precise movement and awareness of surroundings. The player can move freely across areas but must consider stamina, positioning, and enemy placement. Some zones encourage direct confrontation, while others reward patience and avoidance. Because the character’s size and abilities can change, movement options also evolve, forcing players to adapt their approach as they progress through the map.
Project Glutt uses several interconnected systems that define how the game plays:
· Consumption of enemies to gain temporary or permanent effects
· Environmental exploration with locked or hidden areas
· Combat based on timing and positioning
· Ability changes that affect movement and defense
· Risk-based decisions tied to enemy encounters
These mechanics create a balance between power and limitation. Consuming enemies can make the player stronger, but it can also reduce mobility or increase vulnerability in certain situations.
The game world feels confined and deliberate, with each area designed to test different mechanics. Corridors, chambers, and platforms are arranged to encourage experimentation with movement and abilities. Visual design emphasizes industrial and biological elements, reinforcing the idea of an artificial environment gone out of control. Sound effects and ambient noise support tension, making the player constantly aware of nearby threats even when no enemies are visible.