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A jam submission

Seven Union SinsView game page

Seven sins unified in one body, a humanity created.
Submitted by Ravenscope (@RavenscopeGames) — 14 hours, 22 minutes before the deadline
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Seven Union Sins's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#24622.9642.964
Fun#28892.4642.464
Overall#30002.5832.583
Presentation#35502.3212.321

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
There are seven cards, the Seven Sins. If unified (joined) together, all active, it will make the player stronger but the game much harder. If all deactivated, it will make the game easier but longer thus decreasing your score.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted(+1)

That was Intense! lol, I first just started button mashing, that kinda worked. With unlimited powers and the same type of enemy it eventually got easy. The game guided me to just corner myself next to my coffin, which then blocked half of the bad guys. Then I only had to worry about the other half, which was easy to fend off. I could sit there in that one spot for hours and survive. 

It would be cool to see missions or objectives other than just survive, because surviving became easy. A fun game all around from the beginning!

Developer(+1)

Thank you.

My apologies for the slow reply, but thank you very much. I'm glad to see someone enjoying my game, and yes, it would be a great idea would it? To have more objectives to the game than surviving and with powers that turns you almost invincible, yet not strong enough to let you survive.

I might continue the game beyond a prototype, but we'll see. :D

Submitted(+1)

Quite enjoyable.

The game start is a bit too sudden, so having a countdown or a "start"  button would be nice. About the controls, the keys feel a bit weird and all over the place. Maybe having left mouse to "cast" you power and Q/E to switch your "selected" power could work better.

The idea that you lose power but increase your "playable area" is interesting. I though being able to reactivate them was a little weird, maybe forcing the player to give up their sin for the rest of the run would make it more meaningful.

Overall, I had fun playing. Good job for a solo jam game!

Developer(+1)

Thank you.

I've had that control suggested twice, and I didn't even think of those in the jam beforehand. My first thought of creating the controls was centering it around the WASD controls, so the player can reach easily to them. But all of you say it seems that it feels unnatural and weird, that's understandable. :D

My idea was that each power gives its own disadvantage, hence being able to reactivate them upon deactivation. similar to an RPG system where each item has its own disadvantage and advantage. But I'm afraid the scope's too big to fit on a 48 hours jam, so the idea of giving up the sins where the player deactivates them is actually pretty good, just gotta think of a limitation before the game locks the card in the state of deactivation.

Thank you! I'm glad my game was fun to play :D

Submitted(+1)

fun game!!, I think the art would be more polished but a good game by the end

Developer(+1)

Thank you.

I'm a solo developer, unfortunately. Had no time or skills to actually polish the art too much, but thank you.

Submitted(+1)

interesting idea, however it might be good to switch the fireball t leftclick to you can press it anytime, and maybe make enemies spawn off screens so that they dont just spawn on you, over all pretty nice game.

Developer (1 edit)

Thank you.

The first idea is a brilliant idea (able to left-click upon selecting cards), actually. I didn't think of that, and it would be pretty simple to implement while making the game in the jam. Thanks.

The second one however is intentional for performance purposes, as I had no perfect way to implement a less-laggy procedure for the enemy to come to the player. The enemy spawns with a ridiculously high radius, which lags the game, so it has to be somewhat in the middle to not crash the game much, and it is removed once it tags the player, and placing it in a variable for the physics process running the movement script. Hence the spawner is close to the coffin, but once I find a new way to implement better AI for huge mobs, I may actually spawn them beyond the screen.

Thank you :D

Submitted

pretty unique and fun game
cool game
if had a goal it would be be more interesting

Developer

Thank you.

I had the thought to make the game with a goal, one in which defending the coffin ascending from level one difficulty to the highest. But this high-score goal is a good idea for this 48 hours jam, especially for my first time on a short of a jam.

Submitted(+1)

Interesting idea to bring a fluent difficulty into the game.

Developer (1 edit)

Thank you for the review, and glad to see someone enjoying the difficulty too.

Submitted

Quite fun! But I'm not sure if there is some sort of goal.

Developer

Thank you.

There is no goal, the only goal is to survive and get the highest score.
I had the thought to make a leaderboard or something similar, but I don't think I had the time to do that.

Submitted(+1)

nice game.

the game is too difficult, but it's fun to use cards with different abilities.

mantap!!

Developer(+1)

Thank you.

I didn't even actually intend the game to be that difficult!
I'm glad to see the card powers are actually fun to use!

Submitted

Interesting concept but just confused on how to do anything 

Developer(+1)

Thank you.
It's a high-score achiever, honestly. You don't have to do anything really big, just achieve how much how you want of the score.

Submitted(+1)

A little confusing at first, but the spells are really fun to use!

Developer

Thank you.
I'm glad to see that somebody finds the different Cards fun :D