Having global prizes is a standard set by most game jams originating from the US. GameName, ThatGameJam, I could go on. If they aren't even willing to let a US origin resident distribute the prize to the rest of the team, surely it is normal to think they might have some ulterior motive in play with such a restriction, considering the burden falls on the receiving participant...
Monarch
Creator of
Recent community posts
Hello folks, thanks for playing the game!
Ah, well, look what the cat brought in. We're #9/525! That's top 1.7~ which is pretty cool! Regardless, we fell a couple of standings in the art department, which while surprising should be a thing I should've looked out for in the dev cycle.
I've also learnt a little bit more about the Itch ratings system and statistics...
Either way, look forward to the Free Will steam release! Thanks a lot for playing!
-- Monarch, team lead
A few words here:
1. When the player yaws, adjust the turret so that the direction they're aiming in remains (comparatively) the same. You can decouple away the camera from the turret and make the turret always drag itself to the camera direction.
2. The crosshair, and the markings on it, are next to useless. The markings don't have chevrons on them to ID how far you need to shoot, the red laser that is supposed to be your aiming guide disappears across large distances, and at worst, at close distances, since both your crosshair and your laser are the reddest colour scientifically possible, they blend together. It really only helps at mid-range combat.
3. Was I... just not taking damage? I have muscle memory from WoT that makes me want to angle the tank, but... it never did feel like I was getting penned at all.
4. Maybe uhh, tone down the engine speed and the yaw speed a bit. Your enemies take years to go full three sixty while I can run loops around them. That was pretty funny and felt great though.
4. I did like the see-through outline and the hit feedback was very clear as to tell if my shot missed or hit acrossed large distances, and you did that even without UI elements. That's pretty cool!
Indeed, it is strange to find a tank that is locked to the land.
The only thing about this game that I wasn't the biggest fan of was the tutorial/onboarding, but once I played a few rounds I think I got the hang of it! Killed a bit of time playing it and didn't notice the time fly by, good on ya pal^^
(p.s clicking when the tutorial is playing immediately skips that line instead of displaying it in full)

Dude this was awesome I unironically liked playing it but I lost a huge run due to the devil mail spawning outside the collision zone :( I liked the gacha mechanic that gave me the dopamine to keep going lmao, but I figured what each one did based off their names (probably) you'd need to give them all proper descriptions
Dude wait no wtf this was actually so good, it reminded me of Faith and Shed Horror, and I'm normally so ahh at rhythm games but I could get through it all in one try wooo to the hooo!!! One problem I found was that the audio seemed to randomly cut out in the web build but I'm not sure if that's on my end
You must know that from the bottom of my heart, I really appreciate this comment.
I drove myself into a doom spiral in the last two days of the jam with how little work I had gotten done and just about gave up when there were twelve hours left.
This project took over my life for the 130 hours in which I made it and I am not joking. There was so much effort that was put into it, but in the end I was so disappointed with myself and what I had created with a span of FIFTEEN DAYS even. That's a lot of time and I spent it all on superficial things like UI... knowing that all that effort didn't pay off just broke something and to this day I have been very unmotivated to dev anything.
Until right now. Until I read this comment.
Thank you. Genuinely. This comment made me cry. I don't care about this not doing badly anymore, I am glad at the very least I had at least one person enjoy it truly because of the gameplay and not just the flashy visuals.
I will try my best to improve from this point on. Once again, genuinely, thank you.
Hey hey, thanks to everyone who played this game and rated us. We got #8! While that definitely isn't the top 5 bracket I was aiming for, I'm satisfied with what we did. I do admit I didn't give it my all, and that's... ah, a learning experience. I also made a few mistakes with game design that in foresight I shouldn't have... and nod nod, that's about all I want to say. Unlike my previous experience with Brackeys', I learnt QUITE a lot of new things in this jam!! I'll be making a lot better games from this point out.
Thanks to everyone who played this game again!
--Monarch, team lead
blame my incompetence as programmer and the 4.5 day programming crunch aaaha, the original system was intended to only play the dialogues once but i couldn't for the life of me be bothered when an entire other game system needed to be glued together, also the dice all have a hidden stat called Variance that determines how much they can scale up when used (dice are supposed to "level up" after use), the problem was that I gave the player too many good dice to start off (Slash in particular has a very strong Variance of 3, another die, Seven Heavens' Strike has a Variance of 7, and you can probably solo the game with it)
I have a few ideas where I can take this game, but it'll probably be with a smaller team, I'm rather burnt out with managing a team of seven and the mental toll it has taken on me alongside programming everything has been kinda massive, great comments like these keep me going though, ah-hah
as is tradition, monarch continues to be abso-fucking-lutely horrendously bad at puzzle platformers, I BET if it wasn't me they wouldn't have struggled so much in the game like I did
peak voice acting and peak music, actual fire
p.s i got stuck in the third stage, apparently i could vertical dash (???) but I have no idea how, i tried arrow + shift and it didn't work :sob:
i'm so sorry for being incompetent chat
5 stars on all fronts from my side. I AM YOUR BIGGEST FUCKING FAN. PLEASE KNOW. YOUR SHEER FUCKING SKILL IN WRITING UNSETTLING, CREEPY SITUATIONS IS UN-FUCKING-MATCHED. How did I not play this in so long?! What the fuck?! THIS IS SO GOOD. The tone shifts are absolute GOLD. I'll read anything new you guys cook up, there is an insane amount of talent. The artstyle heavily contributes to this: this is one hell of a passion project you guys cooked up and I am GENUINELY distraught how you guys don't have more rates. I'm going to be doing a bit of shilling on my side to get you guys up and running.
The bugs are really because of time constraints and my laziness, really >.< as you can see on the alert section, the framework was already built for the Brackeys jam, those bugs had existed since then, and I had fixed a few of the bugs, but owing to extreme fucking incompetence from my side I forgot to commit the local branch I was on that fixed those bugs during the final few hours of jam rush, man, sorry for that >.<





