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(3 edits) (+1)

This level was the furthest I managed to get lol




Tbh, you should take my feedback on this game with a grain of salt since it ran terribly for me even on the lowest of settings even with shadows off lol ( average fps was like 13 ).

I have the most potato of potato laptops out there, although thanks to this game, it's a grilled potato now kek.

First off, awesome presentation. I won't speak like I understand how you achieved this sort of geometric abberation lol , but it's an amazing effect. And even apart from that, the general colour tones and lighting were honestly superb. Minimalism done right. 

It was pretty cool to see the cube become a sphere overtime until it finally became one. Although I thought it was cool how it would go back to being a square to stop itself so to speak lol.

Sound in general was also great and definitely helped setting the ethereal vibe you were probably going for, let it be the music or sfx.

Unfortunately though, the platforming was a little too annoying to pull off sometimes ( Or more specifically, when it required precise inputs ). Now again, this might be because the game ran poorly on my system, so take it with a grain of salt, but it was definitely my biggest problem with the game. And turning shadows off wasn't really an option because the entire level would go dark and I couldn't see anything

That said, the actual level design and story being told was cool. I like how you implied that you have a double jump with the level where you tell a player to " fly away " lol. Although I kinda wish something similar was done in the level in the above screenshot since I didn't know that you could triple jump until I kept spamming jump lol.

I realise it probably took a really long time to get all of this together, so while I do kinda wish that there were more mechanics in place that made use of the geometric abberation effect, I honestly can't deny the quality of what you've made none the less. ( Although if there is more to the game after where I reached that does do this, then I take this back lol )

Either way, great job on this overall

(+1)

thanks for playing, and for all the feedback!

judging from that screenshot, you ran it at 720p with native 100 % resolution scale. I think you could have reached 30+ fps with bilinear 25 % resolution scale, but I realize that I made that option a bit … obscure. this was my first time experimenting with raymarching, so there’s definitely room for performance improvements. I’ve figured out a few optimizations since the jam ended, and I hope to eventually make it run at 60 fps on your grilled potato!

anyway, you reached the final level. there’s a tiny little “reward” if you reach the top, but you’ve pretty much seen it all already. about the triple-jump, it’s very subtly implied by how you stay a sphere until all jumps are used. also, that level is beatable by just double-jumping, so the triple-jump was mostly meant as a secret to discover. that said, I’m definitely tweaking that level to make it less punishing — it was made in an adrenaline rush 1 hour before the deadline so I’m sorry about that lol.

I had a lot of ideas about more mechanics I wanted to implement, I just didn’t have enough time. I plan to expand the game in a post-jam update. I’m also working on reducing how precise you have to be in general. thanks again!