
Hyper Glee Semik is a first-person shooter where you play as Glee, a teenage girl who has to survive a horde of candies. Keep the pace, and shoot them all!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
Tired of demons, blood, and gore? It’s time to face your childhood treats! Your favorite sweets have been brought to life by the twisted mad scientist, Small Doc. Get ready for a sugar rush that might actually kill you.
Hyper Glee Semik is a high-octane First-Person Shooter centered around the mechanics of diabetes. Play as Glee, blast through waves of sentient confectionery, and take your revenge in a rain of sugar.
Keep moving! Destroy the storage vats before you are overwhelmed by hordes of candies, more aggressive than ever. Fight your way out of the laboratory before it's too late.
Watch your gauge! Your survival hangs by a thread. Don't flirt with the maximum or you’ll face instant death, and avoid the minimum at all costs to escape debilitating side effects. To stay in the safety zone, blast your enemies, collect their orbs, and maintain the perfect balance to keep the fight going.
Dive into a unique 2.5D universe that blends a Comic Book aesthetic with a "cute but cruel" world. It’s a striking visual contrast designed for nervous gameplay.
Challenging Gameplay: A shooter where resource management is just as vital as your aim.
Hybrid Visuals: A unique art style mixing "cute" charm with comic vibes in a 2.5D universe.
Initial Content: 3 levels and 2 types of enemies.
One Weapon: The Glycolysator.
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Hyper Glee Semik is a Final Year Project created by the Class of 2026 at Brassart Montpellier, produced over 5 months.
Developed with Unity.
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Stats
Languages: English, French
Reviews
Bon jeux, concept intéressant, mériterais d'être fini
Bon projet mais a terminer, très bonne suite a prévoir ! A tester !
I quite liked this cute game! The art is awesome, and the levels are cool. I really like the concept of balancing the enemies you leave alive so you don't die, it's in the vein of UltraKill with a damage over time effect on. Music could use some work. I really liked the vibe it gave, it's reminiscent of music from games like Quake and Doom, and very 8 bit. The lack of variance in instruments and songs led to it feeling bland, and to me it sounds like the quality of the samples are bad. The gameplay itself was very fun. I might just be bad at games, but I sometimes had difficulty finding where I needed to go next. I think this may be due to the lack of light adding emphasis on intended paths (though the arrows were very helpful lol). I would really like there to be a mechanism that would prevent me from missing a tank along the way. This is a problem because finding it can be difficult if I haven't yet learned the design language of the levels, and also because there may be no enemies left to sustain my trip back to the missed tank. I think, if the game were longer, having a section that teaches the player what the new enemies do would be very helpful. I killed the first few corn-lobbing enemies before even knowing what threat they posed to me. As well as that, the jumping of the slime/candyball enemies seemed very odd, as they feel like the float at the top of their jump each time. I'm a big fan of how the health/sugar system was handled. Being permanently harmed when getting two damaged but still getting a grace period is a very cool mechanic. I would love to see a longer version of the game having a difficulty where you can't heal back the permanent harm until after a series of levels (like each "world"), or potentially have the damage heal back partially after each level. I also really liked the minimum mechanic, as it dissuades the player from spraying and praying into large groups of enemies. Large groups of enemies did appear to happen commonly, however, and I didn't feel like I had the tools to avoid them or get rid of them. The hitboxes of the enemies were also quite large, and I didn't feel a lot of feedback for how well I was aiming, and consequently it did end up as a spray and pray situation. Generally, I really like this game. I would love to play something like this as a full fleged Indie title at some point, as the art is awesome and the concepts are great. If I read correctly, this is a student made game, so bravo! This was quite spectacular, and miles better than I could dream up myself.
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免费 没中文 没成就 超甜危境塞米克 厌倦了恶魔、鲜血与血腥厮杀?现在来直面你儿时最爱的甜食!疯狂怪医小博士赋予各类糖果生命,一场糖分风暴足以夺走你的性命。 糖化仪、血糖危机与糖果大军 《超甜危境塞米克》是一款快节奏第一人称射击游戏,核心机制围绕血糖数值设计。你将化身主角格莉,扫射一波波拥有自主意识的糖果怪物,在漫天糖雨中展开复仇之战。 极速残酷的闯关体验 永不停歇地机动!在海量凶暴糖果淹没你之前,摧毁储存糖罐,抓紧时间杀出实验室,切勿拖延。 维持血糖数值稳定 时刻紧盯数值条,你的生死全系于此。数值触顶会瞬间暴毙,数值触底则会触发严重负面 debuff,必须极力规避。击败敌人拾取能量光球,将血糖维持在安全区间,才能持续作战。 怪诞缤纷美术风格 独特 2.5D 游戏世界,融合漫画画风,打造可爱外表下暗藏残酷的反差世界,强烈视觉冲突烘托紧绷刺激的战斗氛围。 游戏特色 高难度玩法:这款射击游戏中,资源管控与枪法精准度同等关键 复合视觉风格:2.5D 独特画面,融合软萌可爱质感与美式漫画氛围 首发内容:3 张关卡、2 类敌人 专属武器:糖化仪 《超甜危境塞米克》是蒙彼利埃布尔萨艺术学院 2026 届毕业生耗时五个月完成的毕业设计作品。 游戏使用 Unity 引擎开发。
There is an interesting game concept in here somewhere, so while I didn't really enjoy it (especially the awful music) and quickly uninstalled, I give it a thumbs up because it may inspire someone or lead to better things. Visuals were good.
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