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almar

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A member registered Aug 16, 2017 · View creator page →

Creator of

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Hmm what do you mean by "let it work on w"? You mean the physics or something else?

(1 edit)

Thank you! :)

Love the sound effects and the way the blocks swooosh!

Thank you! :)

Ah sorry for that, it seems there is a bug that it doesn't always detect properly when flipped (or not for all cases at least), I should have made it always flip with R no matter what. Overall progress isn't lost (upgrades) but it's definitely not cool. Thanks for playing!

Sorry to hear that :( Was that related to the garage, like the transition animation got stuck? Someone else had the same issue.

For a first game - it's then even more cool than I thought :) 

The crystals floating around were super ultra distracting and I have no idea what's going on - but it's super pretty :D

Love the 3d models and animations! It does indeed feel like magicka + vampire survivors, albeit the mix has one issue: the vampire survivor part feels like the predominant one (it's easier to just walk; it doesn't make sense and it's actually difficult trying to cast something while avoiding monsters *and* clicking / targeting). It feels like too many things to juggle for little gain - one can simply walk. Very early on I felt that the automatic spells did all the work for me. As for the casting, I never played much magicka but from what I remember that game (and helldivers to some extent) force you to really learn the patterns and diversify. I don't see much need for trying to do different combinations here - once I learned to do "the bomb" (my name for the light circle haha) I just spammed that. If I'm honest, I have absolutely no idea what the actual math for combinations is - I mashed buttons until something happened. My way of playing wasn't effective, but once I discovered "the bomb" I knew how to reproduce it and I just went for it. There's still a lot of potential here though, hexing and surviving is a fun combo :)

Nice game! Has a lot of potential. I think that if hiding time was limited, or objects got "tainted" by the shadows (after using them once and getting caught you cannot hide in there again) or the enemies coming from different directions, or they cannot see you hiding in an object.... well, you get the point :) Great art, simple but cool gameplay, I like it!

Oh wow. So it's definitely not the shaders - I can see the fog just fine in the far away objects. If it's always around the vehicle then perhaps it must be something related to the fake distance shadow I used, but that one is a small area around the vehicle (~2.5 meters or so). The plane is a very large object but it doesn't have that level of geometry to fail like that. Near camera clipping wouldn't do that either. The full black screen is a total mystery to me, probably a transition bug but humm. Sorry for the issues :(  

Thanks for playing until the end! :)
A void-piercing laser would be quite cool actually :D

So, old chrome is to blame for the GFX. As for the mouse maybe some DPI issue? I assumed that since the game is locked at 60 fps there wouldn't be mouse delta issues but it seems there are :(
Thanks for the detailed report! If I manage to find some sort of fix I will try to update the build later. And for future games I will always include a mouse / input config options.

Hey, thank you for playing! 
I'm very sorry about the bugs - can what are your specs (computer / gpu / browser version / OS)? I got feedback from people playing in an older chrome in ubuntu that they also have weird issues :(

Any error in the console?

Very well done! Fits the theme a lot, it's extremely engaging and has a solid couple hours of gameplay. Really cool game :)

Thank you!  :)

The end goal is to get all upgrade levels to build an "SHELL". My idea was that after extracting enough resources you can turn the vehicle into a spaceship and leave the planet. I had no time to implement none of those so now all you get is a win / end screen. I didn't know about Vangers but it looks cool, I will check it out!

Hey thank you! :)
It's all my own glsl code, a very simple "surface" shader for all 3d models (fog + single directional lighting + 1 sdf-like spherical shape for the vehicle fake shadow) and one shader for postprocessing (coloring + screen distortion). It looks more complex than it really is.

Thanks Matt! :D