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A jam submission

REDSECView game page

A mech roguelite inside a corporate simulation that erases itself behind you. Every step forward costs you.
Submitted by Ethcore (@redsec_games) — 14 hours, 24 minutes before the deadline
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REDSEC's itch.io page

Results

CriteriaRankScore*Raw Score
Community Choice#14.0024.133
Overall#24.1834.320
Game Design Document#34.3894.533
Playability#34.4544.600
Artistic Style#54.4544.600
Theme Implementation#193.6153.733

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1pog-c3HWUFZs9nx_peCv2i_pMLyAApcw/edit?usp=sharing&ouid=103119079099098534769&rtpof=true&sd=true

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarize your game!
REDSEC is a PS1-style isometric mech roguelite. You play a frame inside a corporate simulation that writes itself in front of you and deletes itself behind you, and your job is to escape it.

Fight through arena waves where every enemy attack is telegraphed before it lands, bank scrap, and pay your way through breach doors to go deeper.

Progress has a price tag. The door costs scrap, crossing it scrambles one of your stats and most of your savings, and the big weapons leave permanent holes in the floor you're standing on. You never really get richer here — you just pick what to lose next. Reach the second door and you're out.

Controls: WASD to move, mouse to aim, left click to fire, right click for shield, SPACE to boost-jump (your dodge, and your only way across the holes you just blew in the floor), hold E to interact with caches, the shop and the breach door, 1 and 2 to switch weapons, ESC to pause. Runs take 10–20 minutes, and the audio starts on your first click.

Please explain how your game fits the theme.
The Cost of Progress is basically the whole game. You never get progress for free in REDSEC. You buy it, and it gets more expensive the further you go.

Dying isn't the fail state here, it's how you move forward. Each frame that goes down makes the next one better, so you're still making progress on the runs you lose. The run you just spent is what paid for it.

Going deeper costs even more. Moving up to the next level doesn't just take your savings, it takes your stats. The simulation corrupts a part of what you are on the way through, so the further in you push, the more damaged the thing doing the pushing gets. You're trading yourself for ground, and you feel it every time you cross.

Did you use Generative AI to make any assets in your game?
NO

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Comments

Submitted

Great game! Very clear interpretation of the theme - Killing enemies costs you space in the arena when they die and explode, using missiles (or being shot at by missiles) reduces the arena, and choosing to either save currency for progressing, or spend it it get permanent upgrades.

Graphical style was great, really evoked the PS1 era, and a great variety of enemy models, each with a different combat style was great keeping you guessing every combat.

Submitted

This was really good

The amount of content and polish is incredible for 2 weeks of work.

The combat was pretty simple but the disappearing floor and jump thrusters gave it a lot more depth than if it were just a standard top down shooter. Jumping over pits and away from explosions kept the combat feeling fast paced and exciting

The difficulty curve needs some work though. I feel like I became OP very quickly because it doesnt seem like the enemies themselves ever get stronger. By the time i reached the first boss I could kill him in a couple seconds

Graphics, VFX, SFX, and the overall atmosphere were amazing, especially for 2 weeks of production!