Thanks for trying anyway!
Kristóf Lovas
Creator of
Recent community posts
Hello. Thanks for playing! Yeah unfortunately in this version the second level is bugged... Its been fixed since then and we will upload a significantly improved and updated version after the end of the game jam.
Regarding the bug with the end screen appearing unexpectedly. You are the second person who managed to trigger this issue - or at least the second who reported it, and we weren't able to reproduce it so far. Do you by any chance remember what you did before it happened?
Since then I removed the circle and took a completely different approach (in the post game jam version) where the tiles you can place traps on, become green while you have building mode activated (after selecting a trap on the UI), and the ones you cannot build on because of a raider being too close, becomes red instead of green. This indication stays active and continuously updated until you place the trap or cancel building mode. Does this sound better?
There is supposed to be a circle on the trap when you are playing them (red/green depending on if it can be placed there). Its not showing up for you? Unfortunately the second level is bugged. This was reported by many people and I can reproduce it as well. Its been fixed since then and we will upload an improved version after the game jam. Thanks for playing!
the bars on the tooltip of the trap shows you the cost of it (arrow down next to the bar), the amount of reward it gives (arrow up next to the bars, with the blood splat icon next to it as well - this means you get the reward when you damage them with the trap), and their damage (in the third row with the blood splat icon.)
We will do some more testing then. As for traps disappearing - there is a progress bar appearing next to them when you place them and the progress bar goes down indicating that the traps have a timer on them and they expire. This is also indicated with a hourglass icon on their tooltip. Now I added the hourglass icon next to their progress bar to make it more clear. Not sure if this is what you mean though. There is one or 2 traps that isnt visible after placing them because they come from the ceiling and are invisible until a raider enters their area. Assuming that this is what you meant, I added a 3d indicator to the placed traps now that marks their tile as occupied (only traps do this) so you can see more clearly that something got placed there. These update will be included in the post gamejam patch. Thanks for your input!
Hello. Unfortunately there is a bug on the second level that breaks the traps. This was reported by many people and I can reproduce it as well. I tested the first level thoroughly and there doesn't seem to be an issue there. I also can't reproduce the bug you are describing where they can't be placed (in the first level) even when the circle is green. In any case, we will update the game after the game jam with some bug fixes included.
Thanks for playing! Yeah unfortunately there is a game breaking bug on the second level that makes the traps not dealing damage...The parameters of the traps (cost/reward/damage/timer) are not balanced well. We didn't have enough time to dial those in. We will update the game after the end of the gamejam. The update will include bugfixes, general balancing, and some extra content.
Thanks. Havent seen the spash screen one. I'm not sure how that could even happen because the object gets deleted 1 sec after starting the game. Originally we didnt even want a spash screen on the start but we had to introduce a shader compilation screen hidden behind a splash art because otherwise you would get shader compilation stutter any time you would do a thing you havent done before. There is a different end screen art though, that is there all along but not in front of the camera, so it might have been that one depending on how it looked. Did it have the characters on it, laying on the ground in blood? The issue on the second level you described is the one we know about.
Hi. Thanks for playing! Unfortunately we are aware of one game breaking bug that prevents players from finishing the second level. We seem to have been over scoped a little and it was a real rush to get it done in any way so I was expecting some bugs. Can you please describe what heppened? We will update the game after the end of the voting period and it will contain bug fixes and some extra content we had to cut due to the deadline!
Hello. Thanks for checking the game out. The "cube" is intended to be a one shot thing but maybe the cost of it could be tweaked in a way that you can only use it once towards the end of the game or something. It was supposed to be a high cost high reward trap. I agree though, the values could be better balanced. The level2 progress blocker was reported by other people too. We will update the game in the upcoming days!
As the title says. Oh well. I hope you like it anyway:
https://lovaskristof.itch.io/dead-raiders
We will probably upload a more polished version in the upcoming days too.
Unfortunately we were late by like half an hour due to a last minute crash which i was only able to fix now but here is the result...
https://lovaskristof.itch.io/dead-raiders
Hello. Team of 2 is looking for someone who could make a background soundtrack and some sfx. The team consists of my brother who does game design and 2d art (concepts), and I do game design, coding, 3d art and texturing. The game requires a soundtrack and roughly 10 to 20 sound effects. We work with Godot, but knowing how to work in it is not required! I can do the integration.
And I have another question too. Our visual design would incorporate elements with Egyptian themes and therefore some hieroglyphs too in the textures. We obviously can't read hieroglyphs so it would be gibberish, but I figure thats kinda like written text although not in a traditional sense. Are those okay?

