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I don't know. That whole ramble sequence is a blur to me - and on top of that, I recorded it a couple of months before release. I have no clue what games I was talking about other than "baby game" which was Death Stranding lmfao
The offline version is not tracked. The servers are no longer online as the jam has ended - so the offline version is basically an archive of what the server became :)
Thank you for playing!
[ 66 DOWN ] is not even remotely in active development, although I wouldn't mind polishing it up into a cleaner experience if there's a want for it.
I'll try to get in contact, thanks for the heads up! I wouldn't have known that Wayne streamed it without this comment lol.
Yes and no - it's a bug we've found but haven't patched. It's supposed to have a small cool down timer and reset but it appears that it never resets at all! The next patch we plan on putting out should have this fixed.
There's a new version that's been in development for a little while that makes the environments feel a little more interweaved but I likely won't get around to releasing it for a while still...
I'm glad you enjoyed the game :)
You can exit the computer by hitting the exit button in the computer's UI, but I intentionally lock the player in place during the echo loading sequence as to not cause any bugs (A quick solution to a potentially big problem).
Also, the reason that there's no multi-note polyphony is because clients would run into performance issues about 3x quicker. I would need to have 3 audio sources on a player instead of just once, which would not scale very well if you have upwards of 100 echoes.
Thank you for the feedback though! If I can find a way to get multi-note polyphony without destroying the game's framerate down the line, I totally will!
Yeah, still trying to figure out the best way to go about sending the echoes. They're not particularly big, I'm just using a super weird way to send them through Unity's Networking API.
Also yeah, I based the echo code off of what I wrote for You Played Yourself :)
Thanks for playing!
Very fun. The music, animation, and gameplay was all super solid. I like how the level design drives the player movement to build on the song by grabbing coins, which in turn plays a bass noise.
1) The echo does save the entire time! Your first echo is 253 KB, and your second one is just under a Megabyte
2) Your past self does NOT get overwritten. That means that there are two of you running around right now :)
? I don't know why the others are saying that the sound was jarring, I found the whole experience pretty relaxing. Especially once it got to a point where I could navigate with my eyes closed, just by tapping in time with the music.
There is currently not a limit as the only limiting factor on the number of players is the game's load time and the user's computer. Before releasing I tested it with 600 duplicated past players running around and beside the long load time, the game ran at around 40 fps.
I don't expect this to hit 600 users anytime soon but if it does then I can manually reset it I suppose haha