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sebastian backman
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I'm glad that you liked the visuals (I spent half of the game jam making just that part + the performance optimizations).
Now afterwards I agree that the gameplay loop of walking from recharge station to the other is quite boring, maybe it would have been more interesting to have batteries laying on the ground or tossing the whole bomb thing asaide and having torch which would have kept you warm but made you easier to spot for the enemies.
The game would have probably been better if I had made it a linear game instead of an open world. The enemies (and probably players) would have had easier time navigating through the world (I tried using some fires to lure the player towards the end but not sure how well that went).
This was quite fun game with some really good music.
The adding stuff to your weapon as you find them mechanic is really fun and chool, but the knock back that at least my gun did when it had 5-7 attachments sent me flying from one end of the room to the other (I used it for a while to traverse the rooms faster until it killed me).
It was a fun game to play.
At some point (probably wave 3 or 4) there started to be too many enemies and it started to become a bit too overwhelming but I managed to survive all the way to wave 10 but then when all the enemies where killed there wasn't a you win screen or something like that so I jumped into the hole.
I used the starting spell all the way through since it felt the most powerful with the ability to hit multiple enemies.
Visually it looked interesting and it would have been cool if the hud elements would have been on the space ships instruments.
At first it bombarded me with choices with pretty much no drawbacks but then the game decided at one point when I had an estimated 40 days to reach the target it didnt give me any more decisions and I ran out of food and hydrogen. I dont know if it was a bug or something but some music or audio would have been nice.
Hi! I'm glad that you liked the visuals and hopefully you where able to play it with decent performance.
I spent the majority of the time working on the map and optimizing (first verions where somwhere in between 10-15fps with my RX 5700xt).
I understand that the recharhing might be boring (especially if you wander to some other recharching station that is not at the starting area and meanwhile the enemy ai is tuck at some tree somewhere when it was supposed to come towards the station) and unfortunately it was best idea that I came up with that I was barely able to make in the little over one week time limit.
Hi! I'm glad to hear that you liked the visuals of the game and the idea.
Reason for the slow recharhing of the bomb was to make it a bit more "thrilling" because the recharging stations (exept the starting area station) when used, attract the monsters to come towards them and destroy them if they see them and the one that you found near a church was probably broken already by a monster who just stumbled upon it earlier.