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Greetings Zack, thanks for stopping by to give it a whirl. We appreciate the feedback!

Credit where credit is due, our environment is just the demo scene from Synty's SciFi City asset pack, stripped down and shuffled around to accommodate performance. The Weapons, Lair, and custom Cleaner Bots were all lovingly handcrafted and animated by our team's artist, and by golly did they knock it out of the park.

In keeping with a common GameJam trope, we approached the project with great ambitions. Most of us had never worked in a team setting before, or even on 3D projects, yet that didn't stop us from exploring what could be done with unfamiliar mechanics or APIs for questionably necessary features (such as Animation Rigging and Mesh Decals). As a natural consequence, polish and balancing took a back seat right up until the last day of the Jam, so we were quite pleased to see that despite that, you were able to intuit the goal of the game without any sort of formal tutorial. Most heartwarming was that you played it through to the end, and equally heartbreaking was that the reward scene never loaded when you crossed the finish line (This is now fixed!). Needless to say, we've learned a valuable lesson in playtesting.

Though ambitious and wrought with feature-creep, we all learned valuable lessons and enjoyed the journey, and we're thrilled to hear you could say the same about playing it. Many thanks for your time and thoughts! :D