Standard license, use, modify, even commercially, you just cant resell it.
Aligned Games
Creator of
Recent community posts
Thanks for playing! Very cool of you! So. The upgrades in the run are run based and dont carry over, BUT, the credits do... So, the credits are then used in the Permanent skill tree to make you stronger across runs and give you upgrades on everything but to stay, allowing you to have better runs as you try again with the upgrades. You'll also be allowed to upgrade your ability slots to allow for more. So essentially, there is a shop that you use credits on. As for why upgrades happen so often, the more you play the more that will make sense, I know it feels unusual, but those early choices matter alot as the upgrades get harder to reach! Lots to come, and let me tell you, the enemies change the feel of the game alot!
Check out my newest prototype and let me know if you enjoyed it! Im trying to combine incremental gameplay and mining with survivor like elements and upgrades... does it work? Let me know!
You are a Crystal Cracking operator!
You crack crystals and get credits for your crystals - when you deposit them at stations, while doing this you have to manage radioactive zones, health and armor, backpack limitations and weight, oxygen and speed (and eventually enemies - not yet). Crystals also give XP, which is used to upgrade certain skills in a run.
These are categorized in :
Augmentations - Speed, dash, oxygen, etc. Combat - Laser cooldown, strength, stun, knockback, etc. (No enemies yet) Defense - Shield, health, armor, Mining - Backpack capacity, weight penalty reductions, deposit upgrades, etc. Support - (Airstrikes, mortars, etc.) Not yet added. Robotics - (automated drills, drones, turrets, etc.) Not yet added.
So, these upgrades are run based and dont carry over, but, the credits you get from depositing crystals are used to buy perma upgrades in the shop (planned - not yet added)
This game borrows some art from one of my released games (Operator8), for the prototype.
I've been working hard on this and have a prototype ready to play! Give it a go and share your thoughts! All feedback welcome!
Thanks for playing!
Picking up the dice and throwing them might be a more fun way to do it!
I have started building a system that will populate the outside with stuff based on biome, like trees and such.
I also think a results screen after combat would be cool. I'll think on that.
Yeah, right now gold does nothing, but I have lots of plans for it.
Hey!
For sure, those points are all valid. The most abundant feedback has been that the randomness doesn't work well and that it takes control away from the player. I have a ton of ideas on how to address that.
As for the player character, the idea would be to have classes, armor and weapon systems with visuals. Mage, warrior and ranger, with subclasses that further expand the idea. I'd like to have magic, potions and a bunch of stuff tied to combat.
And yes, shops and such are planned for the cash systems.
The main idea is to also make it a deckbuilder, which would create a whole different dimension to this.
Thanks for trying it out! Let me know when yours is playable!
Hi!
Do you like monopoly? Do you like Skyrim? Do you like fantasy and magic and swords and stuff? In Sanctum Scape, you play as a warrior that has to complete a quest on a game board, fight slimy monsters, hoard gold and make an old villager happy in this unique little prototype!
Give this early prototype of Sanctum Scape a try and let me know what you think! Any feedback is welcome!
Yeah, the controls are a bit tricky.
The game already had a ton of feedback so I didn't want to overwhelm the player with too much screen shake and such.
Technically, when the player takes damage, the screen does darken for a moment, the screen shakes, there's audio and the UI shakes so there's actually a ton of feedback, I just didn't want to overwhelm the player, so I toned it down.
Yeah, it is a bit janky, I've since changed some code to make it only index limbs that are actually enabled which helps alot. Personally right clicking on limbs is much easier for me. Interesting about the performance, I didn't think the game would require much horsepower but maybe I was wrong.
I definitely hated the whistling...imagine hearing that every time you playtest! Which is why I added the option to mute it in the pause menu, you probably just missed that :)
Thanks for playing!
I'm glad you enjoyed my idols worthy voice!
Knocking back cannonballs is a very cool idea, and would definitely be fun!
I think if I were to make a real game out of it balance would be a big thing to focus on. All the upgrades are actually quite handy, but, need to be gotten at the right time to be useful.
If you got the scale damage and size upgrade many times, you basically become invincible.








































































