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The Seekers's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Best Gameplay | #5 | 3.773 | 3.773 |
| Best Theme | #5 | 3.818 | 3.818 |
| Overall | #6 | 3.652 | 3.652 |
| Wild Card Award | #7 | 3.364 | 3.364 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What Synty asset packs were used in this submission?
POLYGON Apocalypse
POLYGON Kaiju
POLYGON Kids
POLYGON Generic
POLYGON City
POLYGON Town
POLYGON Construction
POLYGON Nature Biomes
POLYGON Particle FX
POLYGON Animation Base Locomotion
POLYGON Interface
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Comments
Great game overall. overall the map was fun with a lot of hiding places and i enjoyed the stealth challenge. The compass needed some work. Good Job!
Great concept overall. I like the idea that enemies learn from your behavior and overall the map was well-designed with lots of hiding places but also open space that you had to cross to offer a stealth challenge. Had some issues with recognizing cardinal directions without a compass, locating hard-to-see objects like the crowbar without some sort of visible highlighting indicator, and right click not working well on the web interface. But overall, it's quite good.
Really cool idea! The environment was great, and I loved the thing that grabbed me and its animations - overall fun game and great work!
Hello everyone, thank you so much for playing The Seekers: Old Harbor district. I really love the feedback from all of you and I’ve already put a build in the queue once the jam is over if you want to give it a whirl since submissions are currently locked.
Old Harbor patch — navigation and the nest
Per popular request! You can find your way now. A proper compass ribbon across the top, graduated like a battle-royale compass: ticks every 15°, degrees every 30°, and all eight cardinal points. A gold pip marks your current objective, so “north-east” finally means something. It scales with the accessibility Text Scale slider.
Objectives tell you where to go. Every prompt now names a live bearing and distance (“Get the explosives - north-east, 104m”), measured from where you’re actually standing. Nothing is hardcoded, so the directions can’t lie.
Interactables read at a glance. Props now outline themselves in a colour that says what they are: cyan to hide in, gold to pick up, green to use (doors, the buggy, the detonator). The floating marker is gone.
Fixed: several hiding spots you simply couldn’t enter. Fixed: the detonator had no marker at all, and was still called “the west ridge” long after it moved.
An impressive amount of work went into game design on this one. Really cool concept, as others have mentioned - camera and compass. It made the objectives very challenging when they are cardinal-based. Great work!
Thank you so much and yes I did put in quite a bit of a grind into this one. I’m not a designer by nature, I’m a programmer so I chose to use this jam as a way to work on some of my designer skills where I found myself lacking and its great to be noticed for that.
Per popular request, I have added a compass feature which will make this a lot nicer to play and a lot of visual clarity in the environment as well. Unfortunately, submissions are locked, so this will happen after the jam is over. I dont mind and I love building cool systems, and one day I want this to be an actual game if possible.
An impressive amount of work went into game design on this one. Really cool concept, as others have mentioned - camera and compass. It made the objectives very challenging when they are cardinal-based. Great work!
Really good game. Only the final step confused me, as it looks like a hideout, not an interactable story element. Anyway, great work!
Thank you for the kind words!
You are absolutely right, and it’s a problem of visual clarity. I have hopefully completely solved it in the new patch that is in queue - see the comment I posted above! Unfortunately though, submissions are locked for the rest of the jam, but if you’re willing to check it out after, let me know what you think.
I’m learning game design concepts and constantly looking to improve. I dont mind if I cant get it through in time for the jam, as long as I can pick something up along the way!
All good, I figured it out in the end. And for me, it's pretty much the same. I think my game design skills have really improved since my first game, but there are still things I miss, especially in a fast-paced game jam.
Great!! i enjoy playing the game!! I love that creature !! I agree that a compass wild be a great feature in the game!! Great job
thank you! per popular request I have added a compass feature :) but it will show up after the jam, stay tuned and let me know if you like it!
Great work! So much effort put into this. As others have said, wish there was a compass since you're giving cardinal directions but no reference. Luckily the map isn't super huge so I didn't get too lost (and I also played a couple of your betas :D ) Really nice job.
thank you so much Collider, a lot of your feedback early shaped this project so I’m really grateful. The compass is a popular request, and I’ve added a PUBG/Fortnite inspired take on the compass in my latest patch in queue, but unfortunately submissions are locked until after the jam. Feel free to check that out afterward and let me know what you think!
Took me a bit of time to find all the items but thankfully all the stuff had indicators, liked the Michael Bay ending and the music on the 3rd night
The concept is really cool: flying monsters constantly hunting you, watching you, learning your habits… it creates a strong sense of tension. You can feel there’s a real idea behind the gameplay, and I truly hope you’ll expand on what you intended to build.
Right now there are a few issues, which is totally normal at this stage of development, but the foundation is solid. The district‑to‑district progression, the monsters getting smarter after each escape, and the “they never sleep” atmosphere make the game stand out.
Great idea — looking forward to seeing where it goes.
Thank you so much! Yes I very much agree, there are lots of issues, and the scope I started with was quite high and I didn’t quite dumb it down like I should have and this is what I ended up with.
I really do want to make this an actual game at some point, more polished and fluid, and of course.. not on the browser.
gracias
I really like it! The camera got me as well and I think it needs a compass. It was difficult to know where to look. Great job!
Oh wow, you read my mind. Initially, I was thinking of a compass too and felt that may make things too trivial so I went with a riddle and objective system.
Love the cake at the End.
The camera is a liitle annoying for me.
Great concept!
Thank you! I had to unfortunately cut some weird corners with the camera due to it being a browser game and I still somewhat wanted a third person perspective. So I went with a RMB camera since browser games constantly go out of focus