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Triangle Apocalypse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #10 | 4.123 | 4.250 |
Overall | #12 | 3.759 | 3.875 |
Fun | #15 | 3.577 | 3.688 |
Theme interpretation | #21 | 3.577 | 3.688 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Neat game, and it looks gorgeous! My only complaint is that the level difficulty seemed a little inconsistent. Specifically, the first few levels seemed trivially easy, and then suddenly level 5 made me have to actually learn how the game worked in order to beat it.
I had trouble getting this working but I'm glad I eventually did. The aesthetic is awesome and that title screen synced to the music is awesome! I don't think I've seen a Bevy game do something like that yet.
I'm running linxu with an integrated graphics CPU.. I haven't messed with webgpu on chrome much yet so I'm unsure if I need to enable some settings or something, but it basically didn't work and I didn't see a linux build so I cloned your repo. I was running into an error trying to compile and it turned out that your crates have a lowercase cargo.toml file which... I think that may work in other OSes but maybe not Linux? Or maybe there's a setting.. idk, but after renaming those to "Cargo.toml" with a capital C I was able to compile and it was definitely worth it! Very cool
Thanks for the feedback! The music sync is actually just a hack and isn't very reliable when there is latency - it depends on the audio loading at roughly the same time as the shader. I originally wanted to use spectrum-anlyzer to try to time the music with shader effects, but it wasn't easy. I got the FFT output into a texture, but I got stuck trying to figure out the beats from it, nor could I derive anything that was visually interesting from it, so I gave up lol.
I've renamed the toml files (didn't know what was a thing!), but unfortunately I can't figure out how to cross compile bevy to linux. I think I might just add a proper build pipeline next time.
really cool art style!
Gorgeous. The theme is "That's not ENOUGH of entities"
Yeah that's fair, I had done very little in terms of optimization (had too much fun playing with shaders) so I was wary of putting too many entities. The system to calculate boid direction had quadratic time complexity lol. Thanks for the feedback!
oh I didn't mean that the game didn't have enough by itself, I meant that part of the game is that you don't have enough of them at the end of the level
Gorgeous. The theme is "That's not ENOUGH of entities"
Gorgeous. The theme is "That's not ENOUGH of entities"
OK, wooow, the hype was real. So far, best-looking game of the lot. Fun gameplay, simple but fun and easy to understand. Reminds me of that musical platformer on mobile... what the hell? Can't remember the name right now, but this was some polised stuff! Gonna keep this game around! Full marks, first!
Thanks, really glad you liked it!
For me, on ubuntu, using latest chrome, I just can't get it started. But the hype is real, it seems, and I will reboot into windows for the jam.
This is visually really cool. The flocking behavior seemed to work very well. I liked seeing the flock press in in narrow corridors, and how individual boids seemed to have little wiggles / personality. I had wondered how you were pulling off the massive amount of particles -- very cool that hanabi can be made to work with webgpu and the experience was perfect for me in Chrome on a macbook.
Yeah, there is a work in progress branch for hanabi, it works pretty well on mac, but I had some issues testing on windows. Thanks for the feedback!
I live for the art style, ngl! I can't play but that's a skill issue haha. Really cool game.
Thanks, glad you liked it!
Whoaa it's so pretty! I've always wondered how you could make a game centered around boids, this is beautifully executed
Thanks, I hope you had fun :)
So slick!
Thanks!
use chrome :(
yeah, unfortunately I learned about the limitation too late so I didn't have time to change.