These look really cool! What are the usage rights? It it okay to use them for commercial purposes?
Seph
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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.
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.
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.
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.
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: