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A jam submission

shields tyvmView game page

Submitted by podatus — 11 hours, 24 minutes before the deadline
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shields tyvm's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity - how original is the idea?#24.4004.400
Overall#192.9112.911
Entertainment - how enjoyable is it?#302.0672.067
Presentation - how does it look/feel?#342.2672.267

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Very interesting concept!

Submitted

Neat concept! It would be cool to see this fully fleshed out with an intro and a guide.

HostSubmitted

It was very cool to see how you combined Hoot with audio generation stuff! I loved the visualization but I had a hard time figuring out how to cancel the signals. A lot of the time I felt like I was adjusting sliders to no avail. I'm curious, why does it only work on Firefox and not Chrome?

Developer(+1)

Because early on (like december and hoot 0.2) I decided to init audio context on page load. I carried this code over and only found out last day that chrome requires a user gesture before it will allow starting the audio context.

Of the time I got to work on it, most of it was figuring out how to get the hoot 0.2 stuff to compile on 0.4 because I'm a scheme noob and didn't understand import changes. With all the technical details identified now I'm going to make it more user friendly and will do an ANN on mailing list afterwards.

The game jam was a great spark to get back into things, much appreciated!

Developer

> why does it only work on Firefox and not Chrome?

Looks like there's more to it; linux/chromium isn't receiving the serialized wasm module when calling AudioWorkletNode.port.PostMessage

I'm going to try another platform after I can update the game when ratings are over. As a sanity check, I compiled a hello world wasm module with Go and tried to post it, also fails. The failure message, which can only be seen by setting `port.onmessageerror` in the AudioWorklet, only provides the very informative MessageEvent "messageerror" with no trace or anything :D

It's probably something silly on my part, this is definitely supposed to be supported.

Submitted

as someone into sound synthesis, I love the idea, but I couldn't quite figure it out

Developer

it's a noise cancelling game, I should have made the initial sound on load go 50/50 between cancelled and not (green and red) and then one would just slide the 2nd slider to zero while green to lock it in; would be a good intro.

Instead the first sound requires use of both sliders because I was loading things I found complex and interesting while working; terrible first-user experience.

Going to replace the two sliders with a single X/Y grid since apparently this runs well on mobile firefox; didn't try that until after jam.

Submitted

Definitely an interesting idea! Note that it's falling prey to that FireFox thing where there has to be a user gesture before you can make sounds (I had to deal with the same thing).

Developer

oh I thought that was chrome only, thanks for letting me know!

Submitted

I think everybody's doing it these days... Unfortunately for very good reason. Good luck!

Submitted

super interesting! I couldn't quite figure it out tho lol

Developer

Understandable, I only got two half days to work on it and most of that time was resolving technical challenges instead of making user friendly but will address that after this jam.

Thanks for trying it out!

Submitted

Kind of a weird one! I don’t really understand how the sliders affect the audio. I wish there was a mode where I could play with the shields without there being incoming attacks to get a feel for how they work.

Developer(+1)

Definitely! I'm going to replace the two sliders with a touch grid (most likely), then allow interacting with modes through buttons to fix chrome support which will also allow experimenting without attacks.