Type
Game
3D
Action
Platforms
PC
Tags
Singleplayer
Funny
Date
2025-06 Garena Game Jam
Production Countries
Taiwan
Developers
Introduction
In a world where people can’t say sorry, one superhero steps in to do it for them.
You play as an elite apology agent — kneeling, dodging, and delivering perfectly timed “sorry” attacks to calm down furious bosses and save anxious employees from disaster. Whether it’s a misfired email or a missed deadline, you’re here to take the blame — heroically.
Winner of the First Prize at Garena Game Jam 2025. This project, developed under the Game Jam theme “Superhero,” delivers a humorous and unconventional experience designed to bring laughter to players by intentionally subverting typical genre expectations.
Awards / Activities
Garena Game Jam 2025: 1st Place.
Garena Game Jam 2025: Most WTF Award.
Garena Game Jam 2025: Most Think-outta-box Award.
Garena Game Jam 2025: Most Funny Award.
Links
itch.io Game site: Call of Sorry: Modern Apologize
What's My Part?
Contribution: Programming, Gameplay Design
Call of Sorry is a short-term development action game. In this project, I was primarily responsible for the game system architecture, as well as the design and implementation of player and enemy control scripts.
Beyond core gameplay logic, I also handled overall game flow integration, connecting exploration, boss battles, and Timeline systems into a cohesive experience. I used Unity Cinemachine to build cinematic camera sequences, enhancing dramatic presentation and pacing.
Gameplay Design
Players control a third-person character who patrols an office environment, searching for colleagues overwhelmed by stress and a furious boss.
During combat (or “apology”) sequences, the gameplay shifts into a more action-oriented experience. In addition to using “apology attacks” to reduce the boss’s anger, players must also dodge incoming rage-based attacks in real time.
Cinemachine
This project uses Unity Cinemachine to build a dynamic camera system, improving both pacing and cinematic quality. It was my first time using Cinemachine to construct a player-driven camera system.
During boss encounters, the camera transitions into more oppressive framing and tracking behavior, forcing players to face the authority figure’s emotional intensity directly. Cinemachine helps deliver a more cohesive and immersive visual experience throughout gameplay.