I'm glad it worked!
michaeljared
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I'll definitely check yours out! We actually had a couple of different thoughts on it. First we tried just manipulating the gravity vector, and although that works, any other rigidbodies in the world fall incorrectly. The 2nd thing we did was to set the pivot point of the entire level, and all the objects to the location of the character. The tilt the level on the x or z axis based on that pivot point. The source code is actually published if you want to take a look here:
https://github.com/enmae/20-Games-Challenge-Jam-2025/blob/68ee8084e730bfa751cd1d...
Yeah so in this game there are no skeletons whatsoever! I imagine performance should be pretty snappy. I'll have some YouTube videos up soon explaining exactly how I pulled up VAT - it's not too hard, and super powerful - because aside from instancing, and doing stuff like this, you can also bake out animations from Houdini or Blender.
I'm 99% sure it happens if you alt-tab away from the browser, or if you lose focus on the game window. Maybe I should try to detect that and pause the game simulation. Basically if the game hitches, the simulation logic gets messed up, and the zombies keep moving in a straight line on whatever their vector is.
It doesn't actually happen on the desktop build, so it's probably some WebGL things. The game isn't throwing any errors or warnings, and no run-time crashing, so I genuinely don't know.
Thanks for playing!
that's correct actually, it's an "instant" attack like in Risk of Rain! So there's nothing that spawns and moves, just a raycast that shoots across the screen, then the sparks just spawn exactly where it was hit. You may want to play it full screen to see it. I'm not sure how many other games do it like that, so maybe people aren't too familiar with the mechanic.
Thanks for the criticism. The clunkiness of the actions and switching between them is something I tried to fix, but couldn't within the constraints of the game jam. The controls wouldn't be odd for anyone who had played Risk of Rain, which this game was modeled after. Dodging was meant to have a bit of weight - if you were able to successfully dodge, you'd get a "dodge" text that appears above the player, and if you have the dodge powerup, you get a nice little sound effect and an HP increase. So at least that part was intentional!