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A jam submission

Unseen HandView game page

A reverse survivors-like, developed for GMTK Game Jam 2023
Submitted by ItsEonNotLeon — 16 hours, 49 minutes before the deadline
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Unseen Hand's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#46192.2683.429
Enjoyment#49341.9843.000
Overall#51482.0793.143
Creativity#56441.9843.000

Ranked from 7 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?
The survivor-like genre usually has the player controlling a singular unit that scales from killing enemies. In Unseen Hand, you control the enemies instead, trying to defeat the 'hero'.

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

Hey, excellent job on this! It is very fun and satisfying to swarm an adventurer with hordes of slimes and other enemies. I'd love to see how this would play if you could use your mouse to choose where to summon monsters. Might add a nice layer of strategy, but it's hard to say without trying. Our game is also about feeding heroes to the denizens of a dungeon.

Congrats on a jam well done!

Submitted

slimes >:)

Submitted

Fun game to play!

Once I understood the gameplay loop, it was pretty fun to just spawn stuff in order to try and eliminate the hero and that 'pull and push' tightrope where I know all enemies swarm I sent would make the hero stronger but also improve my summoning. Having to balance that dynamic of chipping away at the hero's health while not feeding them is an interesting concept. The camera being out of my control is a neat touch too.

I do think that the lack of a simple tutorial can make the concept a bit confusing. Even just having a small level where you only kill an already weakened enemy with just one attack before unlocking the rest would lead to an increased gameplay flow. There are also some behaviours that are unclear if they are bugs or lack of feedback, such as the hero character standing still or how they attack. I think having the prototype be in a single room with the hero having a very predictable gameplay loop of seeking treasure can help make the concept clearer

I do like that the scoring system is based off your time to defeat the hero and how they would run away from the enemies you summon. It can feel pretty empowering even in this stage as that summoning ability gets stronger. I'd play the next iteration of this prototype. I can see how the 'role reversal' theme comes in as this is similar to the Vampire Survivors type genre but with the player in the role of spawning enemies instead of defeating them.