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(+1)

Thanks for the feedback.

Truth be told I had run into many bugs with dungeon generation and I didn't get the combat system working like I wanted to (Romancing Saga 2) till the 31st. I also tried out the timelime attack sequence which I wasn't 100% sure would work because I've never tried it before this game. I was running on 1 hour of sleep for the last 2 days and Unity locked up for +3 hours trying to import the model 3rd boss. (Kraken that would have been fought in space maybe throwing asteroids that player). 

If you can find the bosses try fighting them because I made open sequences to them and there attack animation pretty fun. Timeline sequence let you do alot more with camera angles.

I will definitely make webbuild. I did didnt because saving the credit earned each run is super important to progress and Web build doesn't let you save.

Combat balance is completely broken and for a game jam, I was okay with that.  I would have added item use, skill, and limit break which would appear as a gauge in the revolver menu selection.  The skills would be randomly assigned to each character class and be different for each playthrough. Items you would pick up in the dungeon or the player could start will them depending on which upgrades you had. Also, there would be blueprints that you can find in chests; allowing you to create new weapons to add to class load-outs.

This visual was supposed to be more high end but I was having issues with the "Protofactor Alien" humanoid animations. I also ran into an issue with the Environment I was going to use where a weird light shine appeared. There is technically an enum that I can switch which will change the level from low-poly or high quality; changing all the walls, floors, and ceilings on run time.

Sound effects and background music weren't added because I ran out of time and was 1 developer. This will be added to the build after the game jam. 

I hope you will try out version 0.0.1 which I usually do after a game jam to clean up and add some absent features (like sound effects and maybe a tutorial)

(+1)

You have a lot of good stuff going on there and I am looking forward to a new version.

 Given the number of systems you implemented, I can imagine that must have been a quiet stressful time for you. The crunch time in a jams is quiet taxing. That*s what I meant with when I said you where over scoping, I did not mean it to sound rude or make fun of you, just to highlight the overwhelming amount of work this must have been.

Actually you can easily store progress in Web builds using PlayerPrefs. That is what I am using to store the sound volumes and the highscore across sessions. Web builds will use the Browser IndexedDB to store up to 1 Megabyte of data. While it is strictly speaking not meant to be used to store game states, you can abuse it to store a single save game / player progression. Bear in mind that a versed player may be able to modify the content of the IndexDB but you can always encrypt/obfuscate the data before storing.

This is an incredible amount of work you put into this and it is a shame that this does not get the attention it deserves.

My hat off to you!