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Thank you for playing!

Some things sounds much better in theory than in execution. I put thought into how I laid out the levels to prepare the player for whats next, but it kinda backfired. So many players not getting passed the build site for instance. I was like, I make the first stair up the building "not a stair" so the player will get that stuff that isn't normally stairs can work as stairs. Also I think I put to much text in the briefing, so players missed that the mission is to get the vehicle and a powertool of some kind.  I might have to rework some of these mechanics and information to the player for the post jam release.

This is the first time I've tried this low poly style. Have wanted to try it for a while and I thought this jam would fit. Not sure how much Ill use it in the future. I'm kinda leaning towards trying out a retro style.