Lot of polish on your game. Music sets the mood well, and I like how you did a walking animation with the sprite scaling. I was thinking maybe a rechargeable, short dash meter for those emergencies would be good. I died pretty quick when getting swarmed. Well done!
Paul Baucom
Creator of
Recent community posts
Thank you for the feedback! I agree with the random sound effects. Better sounds, flashlight batteries, and random buildings are planned. The shader used will cast hard shadows, so I think random buildings to explore with occluding walls will look good with it. There was an issue with the shader rendering shadows on AMD cards that was fixed earlier this evening, so I am excited to continue work on this.
I also ran out of time to finish the gui screens (hence the white text). I will fix the white border around the game window as well. I missed that since I use the Dark Reader extension; it appeared dark gray in my browser when I published.
Hello, everyone! Please check out my game here and consider rating it:
https://itch.io/jam/kenney-jam-2023/rate/2184023
I have seen a lot of great submissions! I still need to catch up on sleep, but I look forward to rating more later today.
This was my first game jam, and a really fun experience for me. The deadline motivated me to finally finish and publish a game after many months of tinkering with the engines. This experience has taught me to stop pursuing perfection at the cost of publishing anything at all. A valuable lesson.
I wasn't able to get to some mechanics I had planned, but I think it turned out well. I got sidetracked a couple of times on trivial things, but still managed to get it published. Thank you for playing!
Thank you! I had planned to do batteries for the torch and it would dim over time until it went completely dark. It was either that or a GUI at the end, so I went with the GUI. I also spent more time than I should have picking out sounds at that point late in the dev process.
Buildings with chests, etc. that would be placed randomly were also an idea. The shader used for the light casts hard shadows, but they didn't render correctly on AMD cards/drivers. I skipped the buildings since they wouldn't look right without casing shadow maps, and there was no time to make the buildings or to fix the shader.