I'm curious how the doscember community and jam organizers feel about updates after the deadline. I'll probably keep working on it after the deadline—I actually thought I had a few more weeks—but I don't know if I should hold off on publishing them until Doscember is officially over. Regardless,, I'll keep a version of my game as it was at the end of the jam available for download.
actuallyalys <3
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Huh, it definitely works on Linux, as that's what I developed it on, but the controls are counterintuitive in one spot. After clicking the initial plus, you have to click outside the plus (i.e., where one of the directional arrows would be). I don't know whether that's the issue or if it's broke on your machine for some reason. :( Sorry either way.
thanks! my goals were primarily vibes and learning 3d procedural generation so that's good to hear.
yeah, LÖVE is primarily 2d. i think all 2d engines use 3d under the hood (sometimes indirectly) now. LÖVE is no different and in I think version 11.0, they exposed the 3D parts which enabled people to create 3d libraries like the one I used, Groverburger's 3D library.
I used your tracks "Alone" and "Lost" in my game Violet Sky. Thanks for sharing them!
I haven't actually tried to make a LÖVE engine game resizeable. Pretty sure it's possible, but not sure how easy it would be.
The space thing is left over from the prior game I borrowed code from, which might mean it's a bug in that too.
Glad you liked the job descriptions. Writing them was a lot of fun.
No, unfortunately, I am not a pixel artist. The sprites are by Jessie Munguia, LuizMelo, and Dreamir here on Itch and free for everyone to use.
Overall, a neat game with a lot of nice touches to contribute to feeling like you're in front of a terminal of that era. The server meltdown effects are great.
I did find it a little demoralizing how many points you lose or making a mistake relative to how many you get for successfully allowing people in. Maybe those could be brought a little closer together?









