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Dalichrome
Creator of
Recent community posts
Haha, I think you're the first I've heard die to the time limit, but yes its too loud. I was having issues with time scaling and the noise, basically the time scale dropped to near zero, and it heavily distorted the noise, and I couldn't fix it in time. One more thing to patch! But I'm glad you enjoyed the narrative and generation, I think those really came out well, so I'm glad those were some highlights. Combat is something I've been hearing a lot about too so, I'm gonna try and improve that when I get some time. But thank you so much for playing, its very appreciated!
Yeah the combat needs some brushing up, we definitely just went with what was simplest, but you're right that having some way to aim the sword would be better and feel more fluid. The main issue with the generation was we couldn't run anything async, and I was loading the whole map at the same time. I think adding chunk loading to my generation code would allow it to work better. The generation though I think that excluded came out pretty interesting with the different zones and such. I think that was one of our major successes in this project, so I'm glad you enjoyed it. Thanks for the kind words and for playing!
Thank you so much! Yeah, the issue is that the random generation is super expensive and you can't do async in WebGl, so it was all running on the main thread and I knew was going to throttle some machines, but I didn't have time to optimize. Also the loading in of the 147,000 tiles was also a big thing, I'm thinking about adding chunk loading to try and fix that, so I don't blow up people's computers in the future. I'm glad you enjoyed the cosmetics, that was a super fun system to code, and surprisingly easy with aseprite importer. I hope to leverage what I learned from that in other games. Thanks for playing and excited to see where your project heads!
The idea was that you and your family have to fight this wizard or you're all doomed to die early, so hence your bloodline is stuck in this loop unless you kill the wizard. The armor bug is annoying and I even noticed before, thought i patched it, and just didn't verify it. I'd lie if I wasn't kicking myself for that one. But glad you had fun, I'm probably going to make a revamped version with a compass, less flashing and no armor bugs. Thanks for playing!
Yeah it was an ambitious idea, basically using random generation to have a lineage of players try to accomplish the same goal and the map slightly age over time. We then chose to cut a bunch of features and I think made something pretty fun, but could've focused harder on driving the theme home and communicating to the player. Definitely good criticism and the guys and I are looking forward to making even better games in the future. (Also the flash will be removed the moment the jam ends I promise lol) Thanks for playing!
Not bad! It was fun to figure out there were walls that changed/ could be walked through. I'd definitely fix the mouse not being fixed in the game when playing in webgl. Also, mazes can be quite tedious, since they do make you feel lost, its very easy for a player to want to give up. So maybe add some features around engaging the player more: a sprint mechanic or some scripted event that shows the walls moving. Anyways definitely a good first try!


