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Seph

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A member registered Jul 09, 2018 · View creator page →

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Oh I see! No worries English is weird sometimes. Funny = humorous. Fun = enjoyable. ¯\_(ツ)_/¯

Lol I wasn't really going for comedy but I'm glad you like it :)


What did you find funny about it?

Great thank you!

Hi there, cool pack! Is it okay if I use this in a commercial game? I'll credit you as an artist of course.

Thanks for the feedback!


There's definitely more game planned - more enemy types, more strategies and tools (like scanners, grenades, mines), extra arms for carrying more weapons, a narrative and end goal, and extra small objectives to pursue and civilians to rescue (or ignore.)

Great, thanks! Is it ok if I change them a bit e.g. changing color tint, adding outlines?

I'm working on my game Eternal Space Rogue again. Would it be ok to use these in a commercial game?

Hey! I've been playing around using this pack a bit more, and I made some animated doors to go with this pack.

https://cosephgames.itch.io/asset-sci-fi-doors

Thanks for these I used some of these sound effects in my new game Legend Run:

https://cosephgames.itch.io/legend-run

Thanks for this pack, it gave the bears in my new game Legend Run some extra life!

https://cosephgames.itch.io/legend-run

Thanks for this pack, it's perfect for my new mobile game Legend Run!

https://cosephgames.itch.io/legend-run

Tbh the war camp seemed really expensive and I wasn't sure I'd have time to get one before the opponents started taking territory. I admittedly did waste a bit of time at the beginning trying to work out the controls, so maybe I'd have more time to get adequately prepared before they start trying to take territory if I tried again.

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Once I had 4 lairs and disciples I just kept sacrificing disciples to take territory at any cost and never used a war camp. Once I'd wiped out the opposition I didn't have much to do while waiting for resources to build up for the monument.

Cool game with lots of nice little puzzles.

I guess the coconut aiming could have been better - you can't really see where you're aiming or see the trajectory of the coconuts. But with infinite ammo and no risk, it didn't really matter.


What you've got there all works well and it's nice that you've got a lot of lines for examining lots of things or trying to combine items.

Is the voice acting AI generated? It sounds real, but the way it extremely literally follows the punctuation makes it seem odd in a few places.

Note you have a layering issue where the character sometimes appears behind the computer screen after the computer is unlocked.

Thanks for the playthrough video! A lot of good points in there in your feedback. The full screen inventory bug is news to me - very helpful to find out about that. I'll certainly make the mushroom puzzles easier to work out the solution for if I spend more time on them. We ran into quite a few time shortages, otherwise there would have been a few QoL improvements and more spells in battle.

Seems like an interesting story, but I think it bugged out :/

In Eva's room, I used the injector on the device but then I couldn't use the helmet on anything. If I used it on the injection device nothing happened (just a brief pause then it went back to normal) and anything else I tried to use it on it just says I can't use it.

Yes that's good. It also would help if I knew how many upgrade levels there are for the storytelling skill.

That was an interesting game and the battle and party system had some meaningful decision making. After I beat the first boss it would be nice to have a save/checkpoint system so I could stop playing and come back later.

Interesting idea, I was engaged and liked the narrative and wanted to succceed. But it's one of those games where you need to play a load of times to really understand what impact the decisions make.

Text is very slow - it would be better if it showed more quickly so I can read it faster.

I tied for the winning score of 95 and the game didn't acknowledge it. It could do with some sort of tie breaker bonus round.

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Thanks :)


Did you try hyper mode? I think absorb is just powerful enough for that.

Hey Hovig a sound designer would be great to have on the team. I've sent you a request in Discord.

Yes that's a fair point, something like a little screen knock when you get hit would be easy enough.

I didn't even get any dash kills or realise I could use dash to attack - the dash was so unreliable I barely used it.

Really cool game and interesting use of theme.


Just one thing is the movement system is really unclear. It needs a tutorial explaining how much angle of movement vector will cause turning and forward movement vs cause backward movement.  A lot of the time I'd click and drag in a direction that seemed like "move backwards" but then ended up turning around and messing up my shooting.

Cool artwork and sounds. It seems like this could be a good game with a bit of polish, but there are some aspects which hurt it pretty badly.

The gameplay was a bit confusing. Every now and then all the enemy bullets on the screen just disappeared for no reason.

Also the player sprite really needs an indicator showing where the hitbox is (a lot of games like this have a small bright point showing where the hit box is), So dodging bullets took a lot of guesswork.

It was an interesting take on the theme. I couldn't make sense of the different bullet types. I played for quite a while (5+ waves) and didn't seem to have access to any of them.


One thing that's worth adding is a better crosshair - it's easy to lose track of the mouse pointer so a more visible crosshair would be really helpful.

Interesting thought. I could make it so maybe the glow inside the player circle slowly grows until it's full size (signalling that it's ready to use). Maybe a colour change when it reaches full charge too to make it more clear.

Hi I'm Seph

I'm interested in taking part in this jam primarily as a gameplay designer/developer. I like adventure games but I'm not much of a writer or artist, so it would be great if there's a team that needs an experienced developer/programmer to make everything work in their game. I use the Unity engine.

I've been learning Unity for the last year and have a bunch of games in my profile if you want to see what I can do:

https://cosephgames.itch.io/

One thing you could try is having fixed locations that ammo/health spawn it. Then the player could plan around that a bit so there's less risk of getting cornered and defenceless. Though I guess you also wouldn't want the player to just camp on the ammo spawns constantly.

That was a cool novel idea. The first few levels were kind of meh but then the track patterns became a lot more challenging.

It seems like the ammo drops are random, which makes it pretty easy to get cornered without ammo on the later levels and takes skill out of the equation.

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It looks really cool and everything worked pretty well together, but it was way too easy to kite all the enemies. The only reason I ever took damage was because enemies spawned all around me and there was no way to get out of the circle without being attacked, there didn't seem to be anything I could do when that happened.


It's weird that you need to equip upgrades after buying them. Why would you not want to equip an upgrade?

Really enjoyed this! My score was terrible when I saw the leaderboard though XD

It could be more clear that you can't actually die and getting hit just costs you time, this isn't explained anywhere so I played too defensively on my first try (and ran out of time).

I never saw any gold. My highest hit combo was only 12 I think. Should I have seen any?

The dash control seems really unreliable. Sometimes it works right away, sometimes it only works if I hold it down for a second.

Cool theme idea. I think this has some potential to be really cool but at the moment it feels a bit too random and repetitive.

The player pain sound could do with being a bit louder, with all the gunshots it can be drowned out.

It bugged at the end when I died, my body just kept bouncing around the screen while more enemies kept spawning and shooting. I couldn't click on the restart button because there was text over it.

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I finished on my first try in 5:40.288 with 1 life left. But I didn't realise there was a dash button XD

That was pretty cool, with enough variety and combination of enemy types to keep it interesting. Needing to get bullets from enemies also changed up the strategy and kept it interesting.

The final boss was a little bit easy - because the boss bullet patterns are unchanging it's easy to find a safe position where no bullets will.

That was interesting and it was cool being able to decide how "meetings" overlap so you can decide what bullet patterns to face at once. Very novel! Would be cool if I could tell what bullets each meeting fire before I place them.

Overall that worked pretty well and I like the use of the theme.

The blue bullets were a bit too hard to see on the background. Maybe if they were teal they would be more visible?

Overall almost everything worked. The enemies were all pretty easy to beat though. Maybe it gets harder on much later stages but the difficulty seemed to be increasing really slowly.

Also it just went to a black screen after finishing the (I think) 3rd stage.

The screen is a bit too dark. Sometimes (especially if I'm aiming and shooting) it wasn't obvious what was wall and what was corridor.

Haha that was kinda fun. The mechanics are much simpler than they look at first.


I don't think I could keep that up for 3 minutes though.