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Sedetius

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A member registered Oct 08, 2021 · View creator page →

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That's nice to hear!

After the game jam I played around with the game idea. After a bit of exploration, I arrived at something which is quite fun, but also quite different from this original game.

So no, there will not be a sequel in the near future. But I haven't ditched the idea for the long run.

Thank you!
I will forward your compliment to the voice actress ;)

You might actually be spot on!

I wasn't able to reproduce the error (yet), but when I checked back in Unity, I noticed that my debugging tools are enabled in the final build - among those a gif-recorder. It might be possible that this one fired and tried to save a gif to your computer.

I am glad you found it to be immersive! That was one of my main goals :D

Can you describe what happened so that the game crashed?

Thanks for the comment! Yes, I'm lucky to know Angelika, who is a professional actress and was so kind to record the text :D

The planet is part of Avionx "Skybox Series Free" pack from the Unity Assetstore.  The game wouldn't have been the same without it!

I am sorry to hear that the game crashed! Can you describe how/when that happened?
Glad you liked it non the less :)


[Potential Spoiler ahead]

Currently, there is no combat in game. As some of the instructor's lines suggest, I originally considered adding pirates to attack after the tutorial. Would be a nice prelude for a bigger game :D
The further development went, the more it felt like this should be a relaxed, peaceful experience. So I ditched the idea. Wouldn't have had the time to implement combat AI anyways...

Thanks for the feedback!

The instructor guides you through the whole game, explaining what to do. The next commands are triggered once you completed the previous ones. However, this is not communicated to the player, because I removed the corresponding text messages in some imprudent, last minute decision -.-

Thanks for your detailed feedback! This is really helpful and exactly what I need!

I am glad you found the twin-stick mechanic to work better than expected, as I wasn't really sure if this mix of discrete and continuous movement/space/time would work out. In early playtests I even had autoprogression of turns (next turn triggers e.g. each 0.5 seconds), in order to increase the pressure on the player, because I feel like Hotline Miami et al. thrive a lot on the skillfull and precise execution of plans under given pressure. But this felt more like a twin-stick shooter with really crappy movement, than a roguelike, plus you can't come up with a plan to perform better next time, because well... next time there will be another level.
So yeah, really nice to hear this is working!

I am currently working on a more polished after-jam version and will try to address all the points you mentioned, plus some nicer level-generation and further polish. My brother even made some nice beats to go with the game. Maybe you can give that version a try, once its released ;)

Thank you! :D
Yeah, it is probably some missplaced physics-hitbox. I wasn't able to fix it, even when resetting the guns position the hard way.

Ha ha, thank you! Hope you will be able to fight them back until the morning! ^^

Behind the scenes it really is more, that one might think, as i created a behaviour tree mechanic and an universal weapon script from scratch. But in the end, if no one is able to enjoy the benefits of that, its as good as if i hadn't done that at all. However, my next projects can build upon this one and therefore be more content-oriented.