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It's fine, though as other replies say, the rules may not be very obvious. In mode 1 I am unsure how I won, since I always saw ~400/800 objects in the world. It seems in retrospect it's the size of thing I'm merging that determines the win state. Mode 2 was pretty much impossible to beat (as promised?).

Anyway, it works, has good on-screen assistance, is responsive aside from some slowdown during the initial spawning phase. Not bad for vibe coding!

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Thanks. Very detailed inspection from your side.
I agree that rules and interfaces were not so well thought out in retrospect.
400/800 is because of "stable mode"(a mode intended for WASM due to performance, otherwise it should be able to grow to 800 when building from source.
The performance issue is something that had troubled me during the development, but alas my basic skill in Rust is not good enough to resolve it, so instead I reduced the amount of objects in the world - which made the game less stuttering but yeah this is not the right way to do it (optimize).
I am ashamed by heavily using vibe coding, because I saw in Discord many veterans were not happy about this and the jam rule kinda disallow it. Out of respect to others and myself I should definitely hone real Rust and Bevy skill from after this jam.

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No worries -- we all have to start somewhere and the organizers recommended publishing wasm builds, after all. I think that platform currently is best for more minimal games. "Just Let Me Sleep", for example, basically crawls after level 1 in the browser, but rockcen just put up native builds to resolve that issue.