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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!