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Impulse header art

Impulse

Picture a mash-up of Super Meat Boy and Lunar Lander. Or N+ meets Asteroids. That’s Impulse.

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Developer
Publisher
Release
October 1, 2021
4 years and 306 days ago
Steam Reviews
Positive12 reviews91.7%

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ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Impulse?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Impulse?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Impulse self-published or published by Deck16?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Impulse and Deck16 funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Impulse and Joel Kelley?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Impulse?Release statusWhether and how the game has been released.

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About the Game

Picture a mash-up of Super Meat Boy and Lunar Lander. Or N+ meets Asteroids. That’s Impulse.

The premise is simple. You need to guide your craft to the exit point of each level, avoiding the various obstacles and bad guys.

Levels are short, sometimes brutal affairs. There are no life limits, retry as many times as you need. Restarting a level is instant. There’s no waiting or loading — one moment you’re dead, a click of the mouse later and you’re ready to try again. You can even suicide so you don’t have to wait for death when you know you’ve fouled up.

Your craft is at the whim of Newtonian physics. With only a simple thruster you need to battle the forces of gravity and atmospheric drag all while avoiding high-speed impact. The trouble is that all these variables are liable to change with each level. Gravity could be strong, or weak, or zero; it may pull in any direction. Drag might mirror the vacuum of space or the ocean depths. Your craft’s thrusters might be strong or weak. You might have limited or limitless fuel. Your hull might laugh off high-speed impacts or it might shatter from the slightest bump.

With all these variables, levels take on very different feels. Some require careful thinking and gentle, deliberate action. Others are all about reflexes and reaction. Most are a mixture of both.