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(2 edits) (+2)

My first 5/5 here in all categories. I'm super impressed. There's something really special about making a game where your only first instructions are "Click M1", and for the rest to be mostly intuitive. I did start to lose a little interest in later stages where I was really struggling to find the match, so perhaps something like a "cold" or "hot" hint mechanism would be nice for impatient players like myself.

So, the music is perfect. I see you use Firewheel/Seedling, and I'm assuming you're doing some live synthesis or at the very least playing samples - which again, not only super impressive, but it sounds really good. I'm happy to see someone making use of the more advanced audio systems now available with bevy & adding to the atmosphere of such a great concept. 

The shaders fit a feverdream perfectly; the imposed image is like what you see if you close your eyes in a bright room, like an afterimage. Just enjoyed everything here from presentation to sound to visuals to execution. Incredible work.

One thing I found really interesting (and I'm sure many others ran into this too) but it's surprisingly easy to just.. discard your periphery at first. I was having some difficulty positioning until I looked at the sides of the screen and was like "Oh, those are completely wrong, I need to worry about my perspective". Almost like how people almost never look up in FPS games. Really got me thinking in a way I don't usually think with this control scheme.

(+1)

Thank you for your kind words!

I refrained from including a cold/hot mechanic as I felt that would nudge us towards being more lazy with level design while using it as a clutch, I do think the last three stages (which I assume are the ones you had more trouble with) could be improved with more environmental adjustments, before turning to hints, we’ve spent a bit too much time on the rest to polish them (the game even started as a local coop, it took a while to let that go, hehe). That said, a hint system as an accessibility feature you could toggle would be still nice!

I am really intrigued by what’s possible with this new audio system but funnily enough, here we don’t utilize much of it at all. I did implement a loop section player in bevy_seedling during the jam but I discarded it in the end because a simpler solution worked better. The game uses a reverb node on the hum that plays when you move, but it is just a looping sample playing all the time and your velocity and rotation is driving its volume (with a bit of smoothing to avoid abrupt changes). The background music and the level complete sound are just dry samples. All sounds were made with the Surge VST synth and Renoise was used to sequence the chords and render to files.

Glad you liked the game!