Cyber Instinct by CyberPunks
Game story:
It's the year 2117 technology advancement reaches new peaks. Human and machine intertwine in perfect harmony as with the help of the neuroweb, a single thought can raise a building, use any machine, connect to anyone on the planet or access all of human history at once.
2120 A program called the Neuromancer takes control of the neuroweb. Man and machine lose free will, as humanity is enslaved, to an unforgiving rule of law and order. Humanity and machines reach a standstill as everything is forced to stay the same. Goodbye change, goodbye dreams.
A malfunction causes a few rogue humans to disconnect from the control of the neuromancer. These few outcasts are hunted to be re-enslaved. They control bits of the neuroweb and use it to fight back. The forces against them are strong but the instinct to survive is stronger.
Game description:
Like tower defenses ? Like Platformers ? Like Survival Games ? Then Cyber Instinct may be the game for you, the game where you control a friendly drone, build towers in order to defend yourself from (almost) hordes of enemies. You use energy (life-force) to build towers and gain energy by destroying enemy drones. There's a catch tough, the more energy you collect the harder will be to move around the map, the more you have, the harder it gets.
Gameplay:
- move, run, jump, don't fall, stay alive.
- avoid enemy drones.
- build towers to protect yourself.
- pay attention to your health and speed.
Game controls:
- movement: A/S or Left/Right-arrows
- jump: SPACE
- place towers: 1/2/3
Story environment:
In-game environment:
In-game characters:
In-game screenshots:
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Our team:
8 creative thinkers together. One vision. One purpose. One game.
- Cosmin Rudeanu --- Game Designer & Team Leader
- FLorin Dumitru --- Game Programmer
- Matei Macri --- Game Programmer
- Alex Hotescu --- 3D Character & Environment Artist
- Marius Petre --- 2D Environment & FX Artist
- Teo Vladescu --- UI Graphic Artist
- Mihai Protopopescu --- Music & Sound Artist ( Block35Music )
- Morco (Adrian Matei) --- Event Organizer & Event Storyteller
Our story:
Coming soon ...
We recorded our whole creative process into a story, in order to inspire others to join game jams :)
Ratings
| Overall | 374th | 3.63⭐ | 29🧑⚖️ |
| Fun | 692th | 3.179⭐ | 30🧑⚖️ |
| Innovation | 556th | 3.179⭐ | 30🧑⚖️ |
| Theme | 695th | 3.286⭐ | 30🧑⚖️ |
| Graphics | 18th | 4.672⭐ | 31🧑⚖️ |
| Audio | 120th | 3.857⭐ | 30🧑⚖️ |
| Humor | 916th | 2.06⭐ | 27🧑⚖️ |
| Mood | 158th | 3.833⭐ | 29🧑⚖️ |
| Given | 19🗳️ | 23🗨️ |







It seems like a cool game tho.
Very nice ...
- Very polished graphics
- Good quality sound
- Cool story concept (although i don't like reading in games too much - those are not books :D)
- Great mood and cyberpunk feeling
Negatives:
- Graphics are little bit unclear and dark - but i guess adds to the mood though
- Lacking good UI - slowing down indicator, health, energy points are rotating and are too easy to miss
- main protagonist movement are too 'floaty' - you feel like you don't control it very well
- making you too heavy makes it harder to get up a hill - so if you go out too late - you are screwed
- You definitely should have opt-out from 'humour' category...
Overall nice and fun but design is lacking polish - graphics rocks though!
Great job!
At the beggining i that is all. A liitle later game unfreeze, it was slow level loading..
I like this art and music is atmostheric.
And too much readins is not good for me :) More action is better ^_^ !
Good luck!
The enemies seemed interesting, but there was something about the movement that made them odd. Perhaps the flying enemies got stuck too much and I had to go out and bait them, and the kamikaze enemies felt unfair and unavoidable due to the platform setup (not much space to jump and avoid them).
I think there was just way too much visual clutter from the start - adding a tower to a platform didn't suddenly make it a super-powerful thing visually, and they all just blended into the platform structures themselves. Enemies and projectiles were visually contrasted, that was good.
Sound effects became very monotonous quickly, and the enemies' laser attack sound was distorted and snappy, irritating even. The background music was really good though, fell right into place with the visual theme.
The builder's movement was weird, he glided along the platforms a lot, and the jetpack length felt too short. A few times I fell off the edge and tried to jetpack but couldn't.
I guess I had very high expectations of the gameplay after seeing the menu and the story screens, the mood of the game was built well together even though I skipped all the story text.
Overall it felt like a very well done game, especially for the timeframe. Good job!
I echo a lot of what's been said above: there's a lack of feedback to the player, via the UI and the environment, and it makes it hard to see what's going on.
Also some feedback on the story screens that you have to click to progress, or that the game is loading, would have been nice. I sat waiting for the screen to change for a good few minutes before I thought to click to proceed.
UI is not that good. Great work on the Energy indicator, but it's not the only problem: lack of any feedback on which turrets are available adds frustration. Also the controls are off. It's hard to control the character, especially when it's low on energy. And with lots of pits it very easy to fall off, which is really annoying.
Also the difficulty isn't balanced. At first waves it can be hard to set up the defenses and survive long enough. And when the last turret is down and you're out of energy for new one - it's basically instant Game Over. But after I've managed to survive 2nd or 3rd wave and set up both Rapid and Heavy turrets - it became so easy I just could stand in one place. In the end whole map was set up with Rapid and Heavy turrets and none of the bots could do anything about it. And sometimes a few homing bots would just float left and right avoiding turret fire, so at this point the game is stuck unless I try to lure them closer to the turrets. Also the Endless Mode didn't work for me, so I had to settle with Level 8 and Score 4355.
Other than that, it was a splendid platform tower defense game.