I know the feeling. Working 9 to 5 in a bar, then 6 to 4 am in the game is the vibe of the jam
Enemy Stand
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This is an amazing project for just one week of development! Polish, sound, narrative, all axes that are usually not done due to time constraints, but here are present at all times!
I am so bad at videogames that I had a full on journalist moment with some mechanics but I see the insane potential of the system itself. Great job!
I'm glad you liked it :). As I focused more on developing my skills with godot, I am closing this project after I upload it with some polishing I did on the balance and on some visual aspects of it. One day I might return, but for now I'll be working on another project that has been in the oven for a while.
Thanks! I wanted this jam to be focused on learning Godot's diverse toolsets (gridmaps, control nodes, meshes and such) so I really had to find assets that fit the job! I had a lot of help from my buddies at Messy Bytes with which we've made many games together already so I never felt alone in the process, thankfully!
Spoopy! That was great, better than I would have thought! I like the dynamic of having multiple tools and the collecting aspect. I did feel like I was chased by something, even if nothing was ever there. Great game! I would love to see it more developed, with even more tools that relate to artifact excavations!
Thanks! I agree that the sound experience was left as a last priority, since we were more focused on having a working gameplay loop and relatively proper visuals! As the first experiences for some in the world of game design in our team we had to expedite many choices, so it's super cool to see that the biggest issues are the things we mostly had to leave on low priority (except for the UX problems :p)









