APOCRYPHA
Controls
- Move: WASD (keyboard), Left stick (gamepad)
- Draw Gacha: Space (keyboard), A (or X) Button (gamepad)
Game Context - Story overview
The game takes place in an abstract world, a kind of space between spaces.
It is inhabited by simulacra. The simulacra can't stop existing, and they imitate everything they perceive. They have no self-awareness (no emotional complexity, no cultural expression, no moral reasoning - but they can empathize).
The player follows Eve, a magical girl who wakes up disoriented and encounters friendly simulacra. She only remembers falling into the crack of space, followed by evil enemies. These same enemies begin to attack the simulacra, and Eve embarks on an epic adventure into this strange world to hunt them down and, with hopefully, find a way out of this world and back into her own...
Assets & Resources
I did not create any of the asset in the game. Just integrated and tweaked from that list:
- Art
- Character: Aico from Mochiyama Goldfish
- Translucent Crystal
- FX: Sherbb's Particle Collection - If you like them, I really recommend to checkout his devlog.
- NovaShader
- Ground Texture: Gridbox
- Primitive shapes: from UPattern Tool
- Kenney
- Audio
- SFX: Arcane Activations
- SFX: Retro RPG Sounds Bundle
- BMG: Reflectable from MusMus
- Code Resources
- Endless Runer Tuto: link
- Unity Japan
- Catlike Coding
A word from the developper
Hi there, =o=)/
Thanks for playing APOCRYPHA! (or at least this sandbox scene)
Project SIMULACRA (internal codename) is a special project to me. I started with my partner and we work on the concepts for a whole week, crafting a world that really appealed and resonated with us. Unfortunately, They also started a treatment during that month, and quickly became unwell. Between the day job, the jam and my partner situation, I could not have imagined how hard of a month it would have been. =w=)'
I quickly realised that I could never developped the world we envisioned alone, so I reached a few contact for help, they were all interested by the project and gave of their valuable time to help design, test and provide feedback. So I want to thanks them all here.
- @NahuNahu: Big thanks for crafting half of the battle waves of the demo!
- @BinaryGleam: Thanks for providing valuable feedback!
- @Flo: Thanks for your time and the color palette (that was not integrated in time xD)
The day before the submission, I had a breakdown and was thinking about not submitting. "Why should I released another half baked prototype, the original idea had so much depth, without the story, the level section, more augments (gacha crystal buff) the game has no soul and nobody will care", that's what I thought (and still is now tbh).
But after having another good friend (Hi @etiopy) testing the prototype for the first time, and seing that he had quite some fun, I thought that it would be disrespectful to all the time people have given me, but also to the dedication I pour into my own work.
So yeah, here we are. Hope you enjoyed (or will try) this humble build. If you liked it, don't hesitate to drop a small comment, even if it is to say that the design is not even that good. =x=)'
It is asking for a bit of your time, but I think that would provide good tribute to all the people that helped on the project.
Thank you! =w+)7
For those still here, I have a small bonus for you. You can press O and P to change perspective. The original game concept was inspired by Nier Automata aircraft section, where there is sometimes a perspective switch in the middle of a gameplay section. In APOCRYPHA, the goal was to have Level sections where you would have Action packed Top Down Shooter phase, and "Runner" like Rail Shooter with obstacle dodging sections.
Comments
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This is pretty fun! :D
Thanks x)