Yay, a jam recap, thanks for featuring our work on your vids !
Alambik ⚗
Creator of
Recent community posts
Ok, I will be honest, after listening songs for more than 30 min : I didn't want to click on these at first, download it and execute it. BUT, the description, the fact that you are the godfather of procedural music and all that boobies I saw on your profile made me think twice.
This is truly impressive, and this sound really good. I can really see some of the music parts in a 8bit game or something. I also loved seeing the scale used in real time. And if I understand correctly, this only make "modal" music. Is that possible to force the generator to use the dorian scale or say the blues scale for example, to make some crazy ass jazz buffs ?
You managed to put the infinity in a 128kB .zip, and this is pure art, absolutely underrated.
"In space nobody can hear you snore"
This is funny, and also pretty surrealist. Isn't Internet rule n°34 : "if a thing exist, a procgen version of this thing must exist ?" The shelves content also seems to be procgen too. The overall color and design choice make this bedrooms very childish in my eyes, remembering me those adhesive fluorescent stars we put on the ceiling of child bedrooms too (sweet memories).
I wonder in how much time you made this, and don't worry about asset reuse. This year I also reuse some sound FX I made for my procjam 2023 entry :)
BTW, I think this bedroom must have the luminosity of a star by itself : 
Ha ha, I had fun, the fact that you had to impress the monster to slow him down is both funny and interesting. I also loved the free rotation system, this gave space to the player to "express" himself. I manage to fill the bar by a tremendous amount with only 1 trick, rotation on Z axis seems to be super efficient for that. Why not trying to limit the max rotation speed ? I also found the back camera to be a cool idea, one thing that can be cool too is putting the cam directly on the monster eyes. I was surprised to saw a house at the end of the hill. I think an endless mode + some some scoring system can be a great addition to this concept.
Ha ha. I just recently created a Bluesky account (that's what any "serious" indy dev do).
If you do so, feel free to share that over there or here if you want to show the extent of your creativity to the entire multiverse 👽
Actually the problem with landings in this game is that the game search for collisions when your car is between specific angle to trigger the game over or not, not a specific angle based on the floor angle you're landing on. This means very steep floors are far more dangerous to land on than "normal" ones. Thats what make steep floor so dangerous, it's pretty biased for now...
Also, our 2 games share some things in common, at first I imagined this one as a snowboard game, but some collision and friction problems, force me to change for a car instead (only 2 small points of physic contact with the floor was better).
The idea of a "monster" in the form of an avalanche chasing you from the left screen was also in my mind. But finally the auto acceleration of the car made this idea unnecessary.
Nice too see that an other flips and tricks enthusiast had fun with this game 🏂
Always a pleasure to see you here and to read your review Delca :) 10K is a really good score, indeed, my playtester only get 2-3k.
That ravine you talk about is the reason why "danger" roadsigns spawn before dangerous sections. Some design choices have to be done to make the game more fair and to let the player run like a speed devil too I think.
You remember well, and you even helped me to explain why some bugs occur on my previous entry... Bugs I still didn't patch :)
Procgening the car would be a cool idea and also pretty easy, if the physic rigid body of this one stay the same (that's what dictate the speed, balance, acceleration, etc after all) and all the game have been design around this specific car behavior.
Glad you had fun on this little one .
Ha ha ha, I swear, I immediately think of you when I made this, and all the dashcam footage and driving gopnik meme in mind. I even wanted to use some classic hardbass at first... but he BPM (170) was too high for the gameplay
Yeah, maybe I’ll try to polish it a bit one day.
Hope you're doing well.
PS: The car is even based on UAZ
Ha ha ha, Folstag X, I guess it's still better than the District 9 of Sinister Tartarus Prime... 💀
I couldn't imagine SLUMS will resonate this much with some people, thank you for your interest in this little piece of software, this means a lot to me. What you said really motivates me to make a Lively custom version now, I hope Lively devs will eventually be open to this idea, if not, Lively seems to be open source if I'm correct, this means I could provide a custom Lively package with SLUMS in it.
Oh, and as an intensive "user", feel free to give me any feedback, ideas or maybe things you wanted to see in a "SLUMS Lively edition". For now, with the upcoming PROCJAM 2025, I'm more into different procgen stuff, but this would be really cool to make that after.
Wow, this is insane, I didn't know about that, the dream finally come true for some people, you are a true screen ... saver.
Here is 1 000 000 ㋳ federation credits for your contribution, enough to buy a can of space crab soup 🤖
I can confirm it work perfectly, It even continue to work offline, there is also sound and mouse click recognition, but I didn't manage to get the mouse wheel and keyboard controls working, maybe there is a way ?
Otherwise, I should maybe make a SLUMS - Lively special edition, with the screensaver mode activated by default or something, It will be easy to make... Anyway, I already put the setup process on the page thanks to you. But personally, I think I will stay with my old blank and soulless wallpaper, my desktop already looks like a dystopian cyberpunk garbage
If you talk about the draw call render technique. The engine do that natively. The perf seem ok on my side considering the number of moving shit on the screen. Stable 60 fps on HTML and + on desktop. But I really don't know if the engine does the job correctly in this case considering the astronomical number of animation frames spread on multiple spritesheet. I also considered the use of tilemap at early dev, a giant texture atlas for everything, but I finally used this method.
That's more of a logical grid, all the logic is made around 32px size main " plugable blocks", for art and math and all . Each blocks is effectively, a unique sprite/obj, with its variable and all. It's overly under optimized I think, that why you can sometimes read +1000 obj on the top right, near a "60fps" I hope. On early prototype the blocks were able to spawn without following any kind of grid placement and that was more ... complicated and chaotic, both from a dev or art perspective. You got the recipe. Here for example you have the very famous frame n°16 of the animation "BLOCK10" :
And here you have the frame n°11 of the object "SHIP", the USS... Callister :)
Yeah, that's about it, a bunch of sprites, some rulesets and RNGesus put into the equation. Amen.
I don't even know how I crafted this thing (in 2 weeks ! (and +-1 month for 1.1 I guess)) . I was like...possessed and the thing just happened. I have no resources to give you except the 1.1 devlog here and me :
Among all the inspiration I already gave on the comment below, there are also City bomber (or Blitz, the game generate the city each time) an old computer game I was playing in elementary school, this game was also clearly in my mind when I made SLUMS 20 years later.
You can see how the buildings layout made of cells influenced the making of SLUMS. It's the same here. Just see the layout as a giant grid where 32x32px cells are colonized procedurally. When a cell animation reach a certain point it just trigger a "coin toss" and then the program decide to colonize a nearby cell and how to colonize it (or not), and then, the process repeat, again and again, on multiple layers, until cells cannot be colonized. The program follow a ruleset to build the city, while also picking building element on different pools depending on many factors. This, a ton of handmade assets, mixed with a ton of RNG, is what give life to the SLUMS
The rest, is just dark magic 😈
If you have any question...
5 months later...
At the request of a few people, including you ! And after navigating a long administrative journey, I finally decided to enable donations on certain projects, including this one. So now, you can >INSERT 1 COIN< into the arcade machine if you'd like ! 👾
As a bonus, I've also opened a ☕Ko-fi page for those who want to become my dear patrons. I plan to offer exclusive extras, like VIP downloadable game versions and other cool perks, for a small contribution.
Thank you for being one of the sparks that inspired all of this! ⚡
Thx. No, this just aimed to be a nostalgic time travel procgen art piece made for the PROCJAM 2024, nothing more. Just chill vibes, cool lowriders, unrestricted music experiments and Japanese city pop art tribute.
But Maybe I will use the render as a visualizer if I made another v a p o r w a v e song or something, idk...
Keep chillin'
Hey ! Of course you can use the screens, I don’t plan on claiming intellectual property on these patterns... at least not yet 😏 (they are a bit small though). The limited palette does the job, and this kind of limitation (like in game jams) really drives creativity. So yeah, I agree with you, restricting color choices is a good idea. Plus, you picked a super cute palette. However, a non saturated pink and yellow could be a cool addition I think...
Here, I made a new batch, your new screenshots tickled my creativity, I aimed for some top down view landscapes this time (not totally baked though) . 1 : Suburbia 2 : Minecraft map 3 : Archipelago 4 : Rivers (this one is insane I think, you can make tiger stripes with black and orange too or zebra stripes with b&w )
Your idea was really sexy, I already see the picture, its a lot of work indeed, but I didn't see anything too complex in term of procgen. Oh you too have a "to do list", don't put too much thing in it, cause death have a list too and we are also on it :)
So maybe we will sail the highs seas on the next Procjam who knows. A U-boat generator can be cool too... without the nazis inside.
I know i'm going nerdy here, but hey, ever heard of the RV flip ? I saw that the other day, now its just my favorite ship of all time, and I think you can be interest in that.
You're welcome Aaron. I always liked boats, believe it or not but I was drawing a ton of 2D boats sectional view as a kid, I also always been in love with plans and technical drawing, seeing the interior of those floating cities as always been a kink too. I would have love to make a visual Victorian/steampunk boat generator.
Maybe I will steal you this idea for the next procjam edition, who knows... 😁 Watabou also made a ship generator this year too
That was wonderful, very poetic. When I understood it was a full life cycle, I restarted a gen while listening to "Clair de lune" of Debussy for maximal melancholia effect, just to see... And it worked so well together, so well tears escaped from my eyes while this tree made of pixel danced in front of me before inexorably...dying.
I don't want *this* to end, why everything must always come to an end ?
Thank you for this moment.

The Donald Trump ego is 16 854 tons and 670 feet long, its 6 feet more than the NY Trump tower ! Pretty huge IMO.
More seriously, this is very well made, an ultra specific kink but very qualitative, it evokes for me a whole imagination made up of engine room, workers with faces blackened by coal, brass chimneys and people with good manners who dress with distinction.
At first I thought of another "uninspired" WFC generator, but no, its dope. I lost at least 30 min doing pixel art and experiment with it. For me its the perfect mix between creativity and procgen.
Heres a few cool thing I came across :

This would be cool to have a 16x16 grid to play with + more colors. Again, nice job !
Well thank you, and I must say you reading my mind, I already thought of some timer or music selector. The 10 seconds tracks is the main problem of this generator, cause the loops get old pretty fast, but they also contribute to the uniqueness of each generation.
I had to choose between doing only 1 long track or doing multiple short ones, for the sake of variety I choose the second option, thinking people will not stay here for too long. So yeah, maybe creating a "long trip" mode can be cool.
The parallel with spatial psycho technique tests was so obvious I thought your work was a direct reference to them at first... Cause adding and subtracting basic shapes like that is a classic in space monkey intelligence testing. TBH, I already pass some lame ass tests way easier than your game !
Ok, so if it's touch screen compatible, I understand the lack of preview. Now having that in mind you could also detect if the user is on a smartphone or on desktop, if... the code can handle it...
I know music can look hard and impenetrable for many coder, but at the end, music is "just" audible math : frequencies, harmonics and interval, thats it. I even think its the most mathematical art form around here. Tell yourself that there is even subtractive and additive way of making sound too ! (with FM synthesis i.e) Also throwing a pre made looping tracks into a project should not be that hard for you I think.
So we will see next year, maybe... 👀



















