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Thank you very much! Patrik's VFX work was definitely really good - both he and chaos-1001 were on fire for the whole 2 weeks, especially as we were initially going to be 4 people but lost one due to schedule - they adapted amazingly and were able to split the work in order to make the submission possible. As far as how the map got made, the building placement was procedural - chaos-1001 made a small collection of buildings that the engine uses to populate around the streets, with a little "type" mapping for where certain things should or shouldn't be able to spawn. That saved a huge amount of time. 

The missions I agree take longer to complete than expected. We were initially going to have some more mission diversity by building mission templates, but the workload was already pretty heavy, so we stuck with a lot of drone-spawning templates which also saved some time there. If we do any updates beyond some tidying up post-jam, the missions overall might be something that gets worked on, meaning balance, length, diversity etc., which would also add some depth to the economy element, too. Thanks again for the comment, very glad you played our game!

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2 weaaks is quite a short deadline so the praise is fully deserved for what you all managed to make, especially now knowing some of the difficulties you guys encountered ^^

Oh i see, so it’s a multimesh kinda deal i suppose ? That’s still quite an impressive map though.

Personally it’s not the missions themselves that i had an issue with more that the time limit felt reaaaaly tight O_o but yeah i can imagine it’s hard to balance during a jam so no worries it’s only a matter of a few tweaks :)