
Explore a strange facility of hostile robots while a friendly (?) robot (?) gives unhelpful suggestions.
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About
Tensor is a first person action adventure game. The object of the game is to get from the beginning of the level to the end of the level, getting past all obstacles in the way, whether they be an environmental puzzle or enemy. It features multiple game modes and a few fun extras:
Campaign. Explore a series of hand-crafted levels that tell a story about an underground facility populated by Artificial Intelligences and robots. Encounter up to 9 enemy types. Collect up to 4 weapons along the way, plus environmental tools that can double as a weapon in a pinch (pick up and throw chairs at them!). Currently two story campaigns are available:
Campaign A: 4 Levels, 15-60 minutes of gameplay, depending on secret hunting.
Campaign B: 16 levels, 2-4 hours of gameplay, depending on secret hunting.
Survival. Get past waves of enemies to try to clear as many levels in one run as possible. Collect tokens from defeated enemies that can be traded for supplies and upgrades in order to keep going.
Randomized selection from a pool of 40 inventory and upgrade options, including 6 unique weapons, in order to survive an endless gauntlet of a randomized sequence of levels from a pool of 5 maps hand-crafted specifically for Survival, brimming with a randomized selection of up to 6 enemy types.
Versus. Connect with friends over a Local Area Network and compete in Death-match, Team Death-match, or Capture the Flag game modes. Comes with a Versus-only Level Editor to create your own Versus arenas!
Extras. For Advanced Users seeking truly endless replay value, check out the Level Editor and build your own levels!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
First of all I have played more than 0.9 hrs on record; actually 2.9 hrs with lost in-game achievements due to the fact I lost internet connection. (Not counting the hours I've spent on beta-testing the game.) My overall experience has been comfy and less of a headache to get through than most of the steam game's, that people created for the first time. I believe this game turn out well and we all start from somewhere. I do pixel art, specifically for game-sprites (among creating other things) for fun and I know I look back on a few "Bad" project's I've created and look back at them for nostalgia sake from where I am at now. I hope the creator see this and realized the first step is always the hardest and not everyone (no matter the skill) will just casually drops a game to sell and to be judged in the net. Many in the past that I 'once' knew made games; but never try doing anything ballsy to get out of their comfort zone. Or worst. Never post the game for others worldwide to play, by keeping it among themselves to avoid backlash (due to ego); or prolonging the project further by adding "more good ideas" by abandoning their games (or their group project game) entire identity for a sake of a new one. Because they believe it will LAND MILLIONS. You see this happened to many creators who want to make games (comics or novels) fall into this habit. And now they are working on a 4 year game project (or more) they never started. So be proud you made something and knowing your value of your game; I'd say after playing it 9.99 fair (granted I got it for 8.99 dollars). This still means I will criticized your game. -------------------------- There 2 issue's regarding enemies in the main story that I even noticed playing wave mode. While the enemies ARE unique once you kill them; like shooting them and now their heads shooting. Is pretty darn good concept I have never expect games to have, like some 'new enemy type'. I have played many old FPS games ranging from Dreamcast, PS1, PS2, PS3-4, Xbox 360, N64, Wii, DS, 3DS, PSP, PSVITA and all while not counting PC games from old FPS to new. Have not seen that concept been done before and that is partially the biggest reason I bought this game after beta-testing it. HOWEVER, you enjoy the concept so much it 'in-a-way' ruin's the threat level in your psyche to find them as a threat. The turrets caught me more off guard, as they have more variety; you've only used them so well properly once in the game. And that alone goes with the level design leading me confused what to expect. Multiple moment's where I expect an enemy to come at me in some rooms, and never once has it happened (only near the end game). You shouldn't be obsessive about it, but you do need to carry more confidence the player will survive through it. Use your enemy types more often that you have in mind, but work on your level designing a bit more. No where it is bad, but I found myself looking around instead of doing puzzles or killing enemies, Having you wonder around expecting to kill enemies but nothing going on, while wondering "what am I supposed to do in this game?" brings a lot people turn off. You've shown you can do puzzles and I was surprised you didn't do enough of them. Despite Portal/Half-Life being the kings of FPS that people look at as inspiration what to do in the FPS genre. Oddly enough, you seemed to be the only one trying to emulate their whole formula, pretty darn cool! I want more of that in FPS. But we don't see it often... So I am glad you caught on and realized "Let's do this a bit more near the end game." My main 2 issues is simple: 1: Wondering around aimlessly not a good idea for an FPS game unless you have more to show. You have to limit yourself (reasonably), so the player would look for more exploring. Rather than looking at the uniformity of an corporate office job the entire play-through, you can't just focus commentary or the story dialogue. You need the level's themselves to share the story as well. ---Give the player more puzzles to solve, or more enemies to fight against. And if you want your player to explore: Have them want to look for secrets, then make the game levels much LARGER, not huge just large. And don't be afraid to do some platforming from traps, holes or to get through areas. The feature of jumping through ledges while crunching automatically blew my mind for a game like this. Because this SHOULD BE in modern FPS, this includes going inside vents. Pretty great idea, it would fit the flow in many FPS if they did this. 2: Do not use to much of an good idea. You eventually lose the threat level of that type of enemy. Having you kill heads flying is fine, but every enemy doesn't need their head flying around after shooting them. You would want the player to feel alarm once that type enemy who enables such behavior patterns every so often. ---The plasma and bomb head turrets are great but use that type more. And here me out, if you plan to make more from this concept. Because this is inspired by portal (clearly) make some of the turrets indestructible by moving away or destroying them from a puzzle you need to do. Just an idea, you don't have to take it. But it would be cool. My last complaint isn't the story but the text: it get's in the way of my play-through. I was surprised to see the same issue with the wave mode every time the elevator available to get to the next area. Rather obnoxious and I am sure for other future players. Cute characters though. The puzzles near the end game was super good, like a mix of Half-Life 2 and portal puzzles mixed together. I know I mentioned it earlier, but it would of been a nice if you use them more often. The enemy types at first felt same-y but over time the bigger threat ones started to pop up and sometimes eventually almost landing me a game over (besides the turrets). Just an idea (considering it feels more inspired by portal), have it where you include more puzzles that feels like less like wondering around aimlessly. The gravity tool is also very nice but I got very disappointed I never used it enough (unless you need to get to a few doors). However the gravity gun nice to use as a weapon not just a tool of its own. If the game playable and doesn't break. I'd say, you did good. Be proud. Look forward to see more. (no pressure.)
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
This came through my discovery queue as so many games do, and something made me stop and buy this one. And boy am I glad I did. This is the most enjoyably uncomfortable I have been in a game in a long time. Please stop reading the review and go buy this, some games have a sticker price that promises a lot, gameplay, puzzles, action and all the other usual suspects but not enough have you feeling something at the end, like right here. You can put a price on a game, but not how it makes you feel after playing and ten bucks is downright a steal for the amount of thinking it gives you to do. The value of some games come from when you're playing it, and for the lucky few (like right here man, go buy the damn game) the value comes from how long you think about it after. Sure, graphically it's a little same-y through the levels but have 𝙮𝙤𝙪 tried making a game? It's damn hard, and for every thirty unity asset flip all you can slop buffets out there, there's games like this, that leave you feeling like games as a medium still has some legs to it. I felt like a rat in a maze trying to comprehend the idea of cheese, and ♥♥♥♥♥♥♥♥ was I scurrying around. While the graphics are simple, the atmosphere it creates is genuinely fantastic, I've felt less dread playing big budget horror games that cost six times this price, and the simplicity really works with it, sometimes less is more and that's exactly what's going on here. The level design and general gameplay clearly draws inspiration from classic valve games a-la portal and the original half life, overlord poking fun at you and vent-crawling included. The combat obviously isn't groundbreaking, (you did watch the trailer, right?) you're not going to snap your wrists off like it's a twitch shooter and you won't be slinging bullets like it's going out of style like in more modern boomer shooter-esque games, but it's engaging and fun and I don't think you could ask for anything else, there's a decent variety of enemies and enough weapons to not get sick of any as you go. The soundtrack is sparse and saved for combat and setpeices, and using it like that adds to the previously mentioned atmosphere tenfold, no audio bugs or glitches either. The controls are simple enough that you could probably play with one hand (hey, no judgement here) and you could probably run it on your smart fridge if you really wanted to. All in all, a delight of an experience that you'd be doing a disservice to yourself by not buying and enjoying. No bugs in here either, besides you. (Edit, two bugs, actually, achievements don't unlock on steam when achieved in game, so if you care about that sort of thing, warning given.) Lina, Rena, I'm sorry.
I sometimes hate that someone spends a lot of work, effort & passion on something like this & receives F all for it. Sure, there's nothing new or innovative or any flashy graphics or surprising plot twists, does there need to be? It's an obvious fanmade combination of Portal & Half-Life 2, what with the AI & the enemies, the physics & weapons: and yeah, they could've put all this into the Source Engine, but instead they put it all together in a different engine, creating everything from scratch, resulting with a rather fun game, offering more than most would & for not very much. No idea if the developer is still active, but I hope they realise they've made a good thing here & their efforts have not gone unnoticed.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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