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The start and screenshots are full of promise but I think it needs refinement. I had to play it more after reading the previous comment that up and down are inverted. Not knowing that I would simply somersault off the first ramp and land on my back.

That is if I even made it to the jump. Why do we need a 3x3 matrix to see what the controls are doing when most here probably don't own a controller? 3x3 is insanely complex for players and why I opted to make my 3D game use a fixed camera in top-down. If you are opting for complexity, you better have a good tutorial, or comments will become them.

The sky is too similar to the ramp in colour, making it hard to see what is going on when it inevitably rolls.

You can control the 3x3 force matrix prior to count down completion. This is not dead time. The matrix doesn't update in real time, at least not with my keyboard, and I don't have time or inclination to solve it.

I'll maybe try and play it downloaded later. The title is appropriate, in that I feel like a chick flying the nest, early, when I play.

I believe the problems you face are very much a consequence of the browser. I normally hedge against having a browser-playable version because 3D games, even if they work, will have problems. Unfortunately, we struggled to get Mac export working on time, so we needed the browser version just to clear basic requirements. While we seem to have eventually managed a working Mac version, it is simply too late to make the correction now.

The control scheme should have been made clearer, and our failure to clean up a lot of the debug details really hurts our overall polish too. I'm sorry about how much it hurt your experience.

With RAM and GPU prices set to soar in 2026, HTML builds may be the only gaming some of us are permitted to enjoy.

Not having a web build makes me wonder if this was designed for the jam, or something else? I suspect you have a good product here, but requiring me to install a VM and download the game is why web builds have gained momentum of late.

I feel you on that one. We run primarily 3D on the team, and web builds have unpredictable behavior when given a 3D program to embed. If we want to get the best technical development we possibly can, desktop versions are our best bet.

I want to get to a point where I can tell the team that we're gonna do a netcode project and have it be a plausible endeavor. The game idea I've been holding onto this entire time is rooted in that particular technical area.

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The web build will be worse for RAM/GPU usage.. the downloaded game is always more efficient.
Install a VM? what crazy OS are you running?
We have downloads for Windows/Macos/Linux

Corporate policy limits what we can install and run on "our" machines. Web builds are optimised for older machines.

Compatibility (OpenGL 3.3/ES 3.0): This mode is a fallback for hardware that does not support Vulkan. It offers a more basic feature set compared to the other two, lacking some advanced effects, but runs well on a wide range of older hardware, including integrated graphics.

most things will support vulcan mobile.. which is faster or very close on most igpus :D

try `--rendering-method forward_mobile`

can also run `--rendering-method gl_compatibility` to get the web experience, but probably faster

 a setting for that would help i guess..

I ran this fine on steamdeck which is pretty much the baseline IMO ;)

The Matrix was accidentally included debug info ,😣

Version 1.0 removes the debug info and realizes our actual vision for this game. (web export was pretty broken)