Thank you! It's not exactly great for performance, but kind of a neat little experiment. :)
Chronomatic
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The rendering method is Ray Casting, but the effect is custom and doesn't have a name that I know of.
I'm shooting a ray out from every pixel in the viewport and doing hit detection on a grid of cubes. Then depending on the coordinates hit on a cube, I map those to 2D textures (wall, ceiling, floor) to determine the color of each pixel. I also darken the color the further it is from the player to give a sense of depth.
The grainy/static effect is actually a side effect of a performance improvement. Instead of calculating every pixel every frame, I only do some pixels per frame. This leaves a bit of an afterimage if you move the camera quickly, but I like the way it turned out. :)
It's nice to know people are still interested! It's been almost 10 years since I've worked on it, so this project is definitely DEAD. I sometimes think about starting over, but I haven't had the free time to work on a larger project like this in many years.
Thank you for playing, and good luck with your game development!
Hey, thanks for playing!
There is a rare physics bug in the jam version that causes the egg to hitch on the wall sometimes and not successfully launch up. The post-jam version has a fix for that, but I'm sorry to hear you got that far only to have your run ruined by something completely out of your control. :(
Hi gutkiller3. I'm glad to hear you like the game, but unfortunately I'm not currently planning to continue development on it.
The squad limit is actually 5 (you + 4 recruits), the extra slots are just positions in your formation that you can assign to your squad members. When you see a survivor you can pause the game (spacebar) then click the handshake icon above their head to recruit them.








