The game introduces a unique mechanic where the alien you befriend resides in a backpack equipped with a screen that functions like a lite-Tamagotchi. You can interact with the alien by petting and, most importantly, feeding it. Feeding the creature powers up its abilities, allowing you to use its tentacles for combat and exploration. This mechanic creates a bond between the player and the alien, as it allows both parties to help the other survive.
This mechanic is also the bridge between the combat's multiple genres. By default you only have a pistol, this forces you to stealthily move through the facility, strategically picking routes where you pick off guards one by one. Then when the alien has been fed you can use its powerful tentacles to destroy enemies in close-quarters combat, these tentacles can also be used for traversing around the level and blocking incoming damage.
When the player holds right-click they start aiming their gun and time temporarily slows down, allowing them to take precise shots. Players have an infinite amount of bullets but a limited amount of them per clip, so they will need to remember to reload.
Quick Stab: When you press left-click the alien quickly shoots out a tentacle straight ahead of the player, this tentacle goes pretty far in a straight line so it’s useful for enemies that are lined up.
Strong Swipe: When you hold left-click it charges a stronger attack that knocks back enemies and flings off their helmet if they’re wearing any. Its hitbox is an arc so its useful when you’re getting surrounded and need some room.
Grapple: The grapple (shift) has a dual function, when aimed at stationary things like walls, ceilings, columns, a tentacle shoots out that connects with them. Then after the player jumps it propels them towards it (This is to make sure they don’t accidentally use up Power, since it's a precious resource).
When aimed at an enemy it instead brings them towards you, perfect for getting an enemy withing melee range.
Block: When Cthulhu has power it will automatically block any incoming bullets, so essentially it is taking the damage from the power bar instead of your health bar.
The level design in this game embraces a dynamic use of verticality that significantly enhances the gameplay experience. The environments are crafted with multiple layers and heights, creating a rich playground for exploration and strategy. One of the most exciting features is the ability to use the alien's tentacle grapple. This mechanic allows players to swiftly navigate vertical spaces, adding a thrilling dimension to both combat and exploration.
Another feature of the level design is its open-ended nature. Unlike traditional linear levels, these environments are designed with multiple routes and objectives, allowing players to approach each challenge in various ways. For instance, you might need to find a keycard in one room and then locate another item elsewhere to progress. This design encourages exploration and experimentation, as players can choose their path and strategy based on their preferences and play style.
I initially explored this concept with a top-down, twin-stick perspective, which kept the scope manageable and allowed for quick iteration on core mechanics. However, the limitations of this view became apparent, particularly in level design and player immersion. Planning stealth routes was difficult without a broader view of the environment, and the gameplay felt constrained.
Switching to a full 3D perspective dramatically improved the experience. It allowed for more intricate level design, added verticality, and made stealth more intuitive by enabling players to see further and use the environment strategically. Although it increased development complexity, the shift to 3D resulted in an environment that is much more suited to the combination of genres.
In the third year of my bachelor's program, we had a course called Group Projects. Typically, this involved working on a proposal from a company approved by the school. However, there was an alternative option: if you wrote your own proposal, developed a prototype, and presented it to a jury of teachers, there was a chance you could get approval to work on that project instead.
This is what I did with My Pet Cthulhu, and on the 5th of September, it was officially approved. From then until mid-December, I led a team with the goal of creating a finished game, which we published on Itch.io.