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Seph

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A member registered Jul 09, 2018 · View creator page →

Creator of

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fyi with the latest update I have done some work on the difficulty balance, hopefully it should be less brutal to start off (but it will still be later on ;) )

I'm glad you like it :)

I guess you haven't had a chance to hear your sfx in situ yet, as it's a late game super-weapon (the nuclear cannon or "nuke").

It might sometimes show up in the Nexus Chaos mission.

Glad you enjoyed it! I'm planning to publish Void Scout this year so stay tuned for updates.

Glad you like it, thank you!

Hi Elthen


Thanks for creating these! I used them as one of the late game enemies (not as ordinary spiders ;) ) in the latest version of my game Void Scout:

https://cosephgames.itch.io/void-scout

Hey IgArt

I added some of your weapons in this pack to the latest version of my game Void Scout.

https://cosephgames.itch.io/void-scout

Hi Tim

Thanks for sharing these! I used some of the sound effects from this pack in the latest version of game Void Scout:

https://cosephgames.itch.io/void-scout

Me again! Another one of my games features some sounds from your pack, as of the latest version:

https://cosephgames.itch.io/void-scout

Oh I see! No worries English is weird sometimes. Funny = humorous. Fun = enjoyable. ¯\_(ツ)_/¯

Lol I wasn't really going for comedy but I'm glad you like it :)


What did you find funny about it?

Great thank you!

Hi there, cool pack! Is it okay if I use this in a commercial game? I'll credit you as an artist of course.

Thanks for the feedback!


There's definitely more game planned - more enemy types, more strategies and tools (like scanners, grenades, mines), extra arms for carrying more weapons, a narrative and end goal, and extra small objectives to pursue and civilians to rescue (or ignore.)

Great, thanks! Is it ok if I change them a bit e.g. changing color tint, adding outlines?

I'm working on my game Eternal Space Rogue again. Would it be ok to use these in a commercial game?

Hey! I've been playing around using this pack a bit more, and I made some animated doors to go with this pack.

https://cosephgames.itch.io/asset-sci-fi-doors

Thanks for these I used some of these sound effects in my new game Legend Run:

https://cosephgames.itch.io/legend-run

Thanks for this pack, it gave the bears in my new game Legend Run some extra life!

https://cosephgames.itch.io/legend-run

Thanks for this pack, it's perfect for my new mobile game Legend Run!

https://cosephgames.itch.io/legend-run

Tbh the war camp seemed really expensive and I wasn't sure I'd have time to get one before the opponents started taking territory. I admittedly did waste a bit of time at the beginning trying to work out the controls, so maybe I'd have more time to get adequately prepared before they start trying to take territory if I tried again.

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Once I had 4 lairs and disciples I just kept sacrificing disciples to take territory at any cost and never used a war camp. Once I'd wiped out the opposition I didn't have much to do while waiting for resources to build up for the monument.

Cool game with lots of nice little puzzles.

I guess the coconut aiming could have been better - you can't really see where you're aiming or see the trajectory of the coconuts. But with infinite ammo and no risk, it didn't really matter.


What you've got there all works well and it's nice that you've got a lot of lines for examining lots of things or trying to combine items.

Is the voice acting AI generated? It sounds real, but the way it extremely literally follows the punctuation makes it seem odd in a few places.

Note you have a layering issue where the character sometimes appears behind the computer screen after the computer is unlocked.

Thanks for the playthrough video! A lot of good points in there in your feedback. The full screen inventory bug is news to me - very helpful to find out about that. I'll certainly make the mushroom puzzles easier to work out the solution for if I spend more time on them. We ran into quite a few time shortages, otherwise there would have been a few QoL improvements and more spells in battle.

Seems like an interesting story, but I think it bugged out :/

In Eva's room, I used the injector on the device but then I couldn't use the helmet on anything. If I used it on the injection device nothing happened (just a brief pause then it went back to normal) and anything else I tried to use it on it just says I can't use it.

Yes that's good. It also would help if I knew how many upgrade levels there are for the storytelling skill.

That was an interesting game and the battle and party system had some meaningful decision making. After I beat the first boss it would be nice to have a save/checkpoint system so I could stop playing and come back later.

Interesting idea, I was engaged and liked the narrative and wanted to succceed. But it's one of those games where you need to play a load of times to really understand what impact the decisions make.

Text is very slow - it would be better if it showed more quickly so I can read it faster.

I tied for the winning score of 95 and the game didn't acknowledge it. It could do with some sort of tie breaker bonus round.

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Thanks :)


Did you try hyper mode? I think absorb is just powerful enough for that.

Hey Hovig a sound designer would be great to have on the team. I've sent you a request in Discord.

Yes that's a fair point, something like a little screen knock when you get hit would be easy enough.

I didn't even get any dash kills or realise I could use dash to attack - the dash was so unreliable I barely used it.

Really cool game and interesting use of theme.


Just one thing is the movement system is really unclear. It needs a tutorial explaining how much angle of movement vector will cause turning and forward movement vs cause backward movement.  A lot of the time I'd click and drag in a direction that seemed like "move backwards" but then ended up turning around and messing up my shooting.

Cool artwork and sounds. It seems like this could be a good game with a bit of polish, but there are some aspects which hurt it pretty badly.

The gameplay was a bit confusing. Every now and then all the enemy bullets on the screen just disappeared for no reason.

Also the player sprite really needs an indicator showing where the hitbox is (a lot of games like this have a small bright point showing where the hit box is), So dodging bullets took a lot of guesswork.

It was an interesting take on the theme. I couldn't make sense of the different bullet types. I played for quite a while (5+ waves) and didn't seem to have access to any of them.


One thing that's worth adding is a better crosshair - it's easy to lose track of the mouse pointer so a more visible crosshair would be really helpful.

Interesting thought. I could make it so maybe the glow inside the player circle slowly grows until it's full size (signalling that it's ready to use). Maybe a colour change when it reaches full charge too to make it more clear.

Hi I'm Seph

I'm interested in taking part in this jam primarily as a gameplay designer/developer. I like adventure games but I'm not much of a writer or artist, so it would be great if there's a team that needs an experienced developer/programmer to make everything work in their game. I use the Unity engine.

I've been learning Unity for the last year and have a bunch of games in my profile if you want to see what I can do:

https://cosephgames.itch.io/

One thing you could try is having fixed locations that ammo/health spawn it. Then the player could plan around that a bit so there's less risk of getting cornered and defenceless. Though I guess you also wouldn't want the player to just camp on the ammo spawns constantly.

That was a cool novel idea. The first few levels were kind of meh but then the track patterns became a lot more challenging.

It seems like the ammo drops are random, which makes it pretty easy to get cornered without ammo on the later levels and takes skill out of the equation.