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Eternal Grind's itch.io pageTeam Name
NajboljiTim
Game Name
Eternal Grind
Link to Gameplay Footage
https://youtu.be/BVwHfaKehKY
List any content that was created before the jam.
3D Characters
All Characters are modeled from scratch .textured and rigged in Blender 3D during the Epic Mega Jam 2025
Level design is done from scratch using assets from Stylized Ruins pack from Fab:
https://www.fab.com/listings/1a91d1ed-929a-4734-94bc-69bc8e8524cc
SM_Stone_02
SM_TreeBig
SM_Stone01
SM_Stone03
SM_Pillar
SM_FloorTile
SM_FloorCircle
SM_BlockBox
For the Landscape is used material from the same pack:
MI_Landscape_Inst
Materials for the stones were modified to have the glowing effects
Music and SFX:
All SFX are created in LMMS software with it‘s tools during the Jam
Music is used from the pack
Mega Game Music Collection
https://www.fab.com/listings/a1cb5fba-e92b-4300-9b85-f7d7854edba6
3D Assets:
Weapon models are from:
Ultimate RPG Pack by Quaternius
https://quaternius.com/packs/ultimaterpg.html
CC0 Licence
Character animations are from:
Paragon animations retargeted to Manny
https://www.fab.com/listings/e6de87b1-b755-478d-9228-a9eb89ff4411
and
Animation Starter Pack
https://www.fab.com/listings/98ff449d-79db-4f54-9303-75486c4fb9d9
Animations are retargeted to our custom characters
VFX:
Advanced Magic FX 12
https://www.fab.com/listings/781e40be-b78e-42b3-8ac8-0a557d6682c6
Systems & Logic:
All gameplay systems were created during the Jam:
• Boss Controller: Abilities (Shockwave, Slam, Guard), state machine, and event dispatchers.
• Hero AI System: Tank, Ranged, and Healer archetypes with simple timed AI loops.
• Combat Logic: Overlap and cone detection, stagger and damage interfaces, cooldown maps, and ability chaining.
• UI & Bubbles: Dynamic chat bubbles and radial cooldown feedback.
• Spawn & Reset System: Loop-based arena waves for Raid simulation.
Gameplay Instructions
Controls:
Move the boss by holding or clicking the Right Mouse Button on the ground.
Attack with a melee strike using the Left Mouse Button.
Press E to unleash a Shockwave, sending nearby enemies flying and staggering them for a short time.
Press R to perform a Slam, a short wind-up followed by a heavy area attack that damages and stuns heroes close to you.
Press T to activate Guard, reducing incoming damage and surrounding yourself with a glowing protective aura for a brief duration.
You can restart the encounter / open menu only during the battle.
Which Engine version did you use to create your entry?
5.6.1
What platform is your game built for?
Which Theme did you created your game based on?
Here we go again
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Comments
It was too confusing. I couldn’t read any of the dialogue because it overlapped or appeared too quickly. During the boss fight, I ended up button mashing, and it felt like an endless grind.
i like it - keap going
Thanks a lot for the support. We will continue to work on it.