Hey, working on a dev log for this game and will then be remaking it for a full release. Glad that the only issue with the jam release was how easy/flat it is and that nothing else went wrong lol
kunic
Creator of
Recent community posts
Unfortunately the core loop wasn’t finished until the last few hours of the jam (learning Godot and making a game in 5 days was perhaps a bit too much for me), so balance did kinda go out the window lol. You probably can’t survive past wave 10 though. By then it’ll be spawning 10 heroes a second, and you’ll have 500 to go through. Odds are you’ll eventually get to a chain of barbarians (axe dudes) and then die to them.
That all said, even though the game is easy, the reception has been pretty good. I think I’ll remake the project (for cleaner code and project structure) and continue working on it.
Ran out of bullets or something and discovered that it’s incredibly satisfying to just run through a packed group of monsters lol
I think a visual indicator as to what the goal was would’ve helped. I was wondering why pelting an enemy with bullets wasn’t doing anything, and then read the description to see that we’re supposed to be linking enemies together. Once I saw that, the gameplay felt a ton better.
Regardless, nice entry!
You will eventually get overwhelmed (I think wave 10 is around 500 heroes spawned, one every 0.1 seconds), but yeah the strategy is lacking too. Learning Godot was trickier than I expected as I had to unlearn over a decade of Unity habits, so I had to pull back on my initial idea. What I had planned to do was give the player something like 6-9 different abilities that’d randomly cycle as you gained experience and leveled up (from killing heroes). That way you’d’ve been forced to play with what you had instead of just spamming the best abilities.
I’m strongly considering making this into a full game. But I think I need to go watch some more godot tutorials on how to best structure a project for workflow first 😅
Thanks. I dig this art style too :D
As for the difficulty, I unfortunately didn’t have the time to properly balance things. Right before publishing, a single Warlock was basically unstoppable, and a Barbarian (axe guy) would take out like 30 units on his own. So I halved pretty much every units health and damage dealt. I probably tuned everything too much, but I’d rather a jam game be too easy versus everyone failing on Wave 2. If this had been a 7 day jam I suspect it would’ve felt more like a tug and pull.
Used this jam as a reason to finally learn Godot. Been on Unity for 17 years and have been wanting to try it for awhile now 😼
As for the theme - floors are linked together. I couldn’t fully execute on this idea so it looks hollow, but the original goal was do to something like the Slay the Spire map where there’s 2-3 rooms per floor and you’d have to juggle skeletons between them. They’d’ve been linked in a way that made that easier.
Saw the progress you were making over discord and I absolutely love the aesthetic. It’s a little tedious to trek all across the map for the 3 orbs, and it’d be nice to have a way to dump excess if you pick up too many (I got soft-locked by holding 2 red by accident), but this is incredibly addictive! Nice job :D
Edit: Just realized I can put away excess colors if I’m capped. This run is saved!
Really love the visuals. I think the only thing I’d change is maybe a reduction on the parallax (it’s a touch strong), as well as making the dog shadows a little bit more noticeable, but beyond those two nitpicks, no complaints. Sadly gave up on the third map as I couldn’t figure out how to scale the wall. Then, as I’m typing this now, I remember the text saying we have two charges, and I now feel like an idiot lol
Really wish I could play this. Can you try and patch post-jam? I think the fact that it’s a command line game is really interesting, and from the images and gif it looks really nice too! But I also get that black screen. Tried compatibility mode, running as admin, and nada. I can see it doing stuff from a second command line that opened up, but the main window is black.
Pythia is a strategic card game inspired by games such as Balatro and Slay the Spire, where every hand you play is shaped by fate. There’s just one catch—your deck is constantly evolving, whether you like it or not.
Each turn, you draw five playing cards and three tarot cards, but the tarot cards don’t just influence your current hand—they permanently alter the deck itself.
Some tarot effects follow clear rules, subtly shifting your strategy over time. Others unleash pure chaos, transforming cards in unexpected ways, forcing you to adapt on the fly. You can’t control the deck directly, but through careful planning (or sheer luck), you can navigate the randomness and stack the odds in your favor.
Every run is a test of adaptation and risk management—will you trust in fate, or try to outplay it?
Check it out here: https://kunic.itch.io/pythia
Thanks for playing! To address your points:
-
Regarding the framerate, the best fix would be to switch the renderer to C. I need to do this with my main in-development game, so I might try it out here first to learn how to do it.
-
Yeah my comment was mainly in relation to the boss pyramids. I’ll see if I can figure out what’s throwing them off.
-
For the story, if you play Endless mode, the first stage is the exact same as Story mode (minus all the dialogue and waiting around). There is no story after the first boss; it serves as one long tutorial.
-
Upgrades are persistent between stages. They reset once you die or quit the game. Full Heal and +MaxShield are infinite, hence why their levels aren’t mentioned.
-
For screenshakes, the closer an object is when you destroy it, the larger the shake. It was to signify close calls, but probably doesn’t translate like I intended.
How did you manage the policemen position alternation on the beat?
I timed the beat in audacity to be every half second, and just had a looping command that looped every 0.5 seconds and told the AI to movie and rotate, as well as telling the walls to change color. Regarding the movement in particular, Unity has a smooth step function that I kind of hacked to allow me to define X number of steps between a start and end location, and the script just iterates on those steps until it hits the end, then it ping pongs.
Fish Theft Auto lol. This reminds me of a game I played awhile back where you could steal the bodies of enemies, but I can’t remember where from. I think it was another jam. Anyhow, great game! Though I’m not quite sure how it ties into the theme as I ended up mostly being on the offense and definitely not the prey.
Got to 25 before I got jump scared :(
Overall I think the game functioned very well. Love the retro aesthetic, which I think works perfectly for horror. Though the sound design could’ve really elevated it. Like, I’m thinking you see nothing but the flashlight until it illuminates an area (and you hear that click for some nice ASMR), and all the while you’re hearing the thing get closer all around you, having to use your hearing to guess where it’s coming from. That’d really improve the gameplay as, currently, you just spin around perpetually until you see something.
Regardless, great work for a 3 hour jam!
I try to take an abstract approach to jam themes, because I suspect everyone else will use the literal interpretation of it. Here I went with what defines a monster in Cyberpunk, and for me (and most of my friends) that’d be a corpo hacker. Someone doing it strictly for the money, and with the backing of a corporation that’s likely fueling some war or the deaths of the poor. It’s admittedly something you’d have to know Cyberpunk to understand, which is why I put a paragraph explaining it here and in the description lol
Interesting concept with theme. I’ll admit I wasn’t expecting an autobattler going into this, but I think that can work very well here. Outside of audio and music, my main feedback would be telegraphing actions instead of telling actions. Animate a card moving to indicate its hitting another card for instance. If a card takes damage, visibly modify the text on the card to reflect that. Etc.
From the description: Playing as a corpo hacker in this game makes you the monster because you are tasked with eliminating potential threats to your company, regardless of their innocence or guilt. You are essentially taking on the role of the oppressor, using your skills to crush anyone who stands in the way of your employer’s goals, regardless of the consequences.
Edit: Admittedly it’s something you’d have to know the Cyberpunk genre to understand.
Thanks for he feedback :D I used this jam to explore some Unity features I’ve never used before, which (minus one point) I think is what lead to the bulk of your feedback.
For animation locking, I’m not sure I’ll do it in the future. I mostly went with it here to slow the player down as the game is more about enjoying the scenery than getting to the end.
Regarding the Unity features I’ve never used before:
-
The Arrow Keys should’ve been usable. Though I’ll admit I did most of my testing with a gamepad. Unfortunately didn’t have time to implement remapping as I’m very new to the new(ish) Unity Input System and was working on the game through the final day.
-
While I’ve used cinemachine for years, I’ve never actually used more than 1 virtual camera. Took this game as an opportunity to explore every type of overhead camera option in it and the transition feature between them. In retrospect I think the worst experiences came from when I attempted to use a dolly camera, and with how slow the camera is in switching them. Definitely something I need to play around with more.
Thanks again for the feedback and I’m glad the experience grew on you! Currently I can confidently say that there won’t be a sequel any time soon, but that’s only because I’m working to turn a prior jam game into a full release as it won a category in Jonas’s Wowie Jam 4 and a bunch of people strongly suggested I make a full game out of it, lol

























