
FEED HOLE
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
GYGA was created to fulfill the end of history, but succeeded beyond it's creators intent. A supercomputer, corrupted by entropy and bound to the planets core, feeds off data to stay alive and is the only thing staving off the collapse of reality. Also there is a lobster.
Capture rogue automatons and saddle them onto the immortal crustacean to cast the robotic prey into the maw of GYGA. The more the mechanical teeth gnash, the more you KEEP IT ALIVE, but be warned, there is no sacrifice too great for GYGA. Do you smell toast or is that just me?
Post Jam Hotfix:
Did a couple little tweaks to make the WebGL version more playable.
Had to remove some audio effects in FMOD, and force the load to happen prior to gameplay.
Also removed a large amount of mesh colliders for simple box colliders, hopefully this will allow WebGL to work a bit better!
Additionally the lobster has decided not to get stuck anymore, and will scoot to you a bit quicker.
(Has anyone found the melee weapon yet?)
Hope you all enjoy!
Credits:
*David Reynolds - Modeling, Layout & Texture
*Nick Saucedo - Asset Artist
*Carsen Kelliher - 3D and Sprite Artist
*Taylor Reynolds - Design and Presentation
*Justine Stewart - UI Development
*Chris Purse - Audio
*Andrew Thompson - Tech Art and Programming
*Sam Warner - AI and Programming
*Nick Cadieux - Programming
*Taylor Cunningham - Programming
*AJ Jones - Programming
Capture rogue automatons and saddle them onto the immortal crustacean to cast the robotic prey into the maw of GYGA. The more the mechanical teeth gnash, the more you KEEP IT ALIVE, but be warned, there is no sacrifice too great for GYGA. Do you smell toast or is that just me?
Post Jam Hotfix:
Did a couple little tweaks to make the WebGL version more playable.
Had to remove some audio effects in FMOD, and force the load to happen prior to gameplay.
Also removed a large amount of mesh colliders for simple box colliders, hopefully this will allow WebGL to work a bit better!
Additionally the lobster has decided not to get stuck anymore, and will scoot to you a bit quicker.
(Has anyone found the melee weapon yet?)
Hope you all enjoy!
Credits:
*David Reynolds - Modeling, Layout & Texture
*Nick Saucedo - Asset Artist
*Carsen Kelliher - 3D and Sprite Artist
*Taylor Reynolds - Design and Presentation
*Justine Stewart - UI Development
*Chris Purse - Audio
*Andrew Thompson - Tech Art and Programming
*Sam Warner - AI and Programming
*Nick Cadieux - Programming
*Taylor Cunningham - Programming
*AJ Jones - Programming