For sure, I hope I’ll get something more complete done for 14DRL. Thanks for playing all the way through, I really appreciate the feedback and seeing someone play the game! :)
Neon
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Cute pixels and lo-fi beats. There was nice variety in the spells, made me think on my load out a bit, and I really wished I had teleport on room 10 on my second run, would’ve beat the evil wizard with that.
I would’ve preferred to play the game via the itch app, but unfortunately the Windows version crashed a few minutes into the game when running via Wine on Linux, so a Linux build would’ve been nice. I’m not sure why, but I couldn’t hold down a direction key, because the character would end up hopping back and forth — that could be a nice QoL improvement (being able to hold a direction to move there at a steady pace).
Overall, nice and classic entry, well done!
It isn't very noisy at the start! The last half of the tunnel should be much noisier. Of course, considering that the whole noisiness is a bug-turned-feature caused by the technicalities of floating-point numbers, it does depend on your hardware as well. I would be surprised if there was any hardware for which the entire tunnel is non-noisy, though.
Try updating your graphics drivers. If that doesn't work, I'm afraid the game won't run on your computer.
My guess for what causes that error is insufficient OpenGL support in either your drivers or hardware. This game should theoretically run on any version newer than OpenGL 2.1, but there might be graphics card / driver specific issues which I unfortunately can't do much about.
Love the game! I left a review, but thought the comments might be a bit more appropriate for bug reports.
Might've found a bug, or maybe the game just ends very suddenly: when I entered a purple level, the doggo just didn't continue moving. UI worked and all, the game didn't freeze, the doggo just stopped. Screenshot of where this happened:

- I didn't finish my game either, but the vertex limit still felt a bit high. I'd go for 512 as well.
- Maybe add 8 hours to the start each jam, so the "optimal" jam time rotates around the world!
- Themes! Google poll for themes and reveal maybe through the poll itself (if possible) or your own site.
One jam a month keeps the doctor awayth. Or something.
Probably not a surprise after the Day 1 update, but I'm not finishing this game. Over scoped the game quite a bit, and spent way too much time tweaking little things and tools. Made a whole room system, which I ended up replacing with something a lot more simple, which then I proceeded to remove because it was just easier to make everything by hand. Sometimes that happens. It was fun while it lasted.
Oh, and if there's something to be learnt from this: don't make a content-focused game in a short jam. Stick to interesting mechanics.
Greetings,devlog lurkers! I'm here to tell you about an imaginary game I'm supposedly finishing in the next two days. It'll be both roomscale VR and keyboard/mouse compatible.
The general idea: An atmospheric (horror?) game where you walk through a spooky deserted office/apartment building. Puzzle solving and low-key story telling are in my intentions, but we shall see what actually comes out.
Footnote about "horror": even if it will be spooky and scary (as promised in the title), I won't be adding jumpscares or such. Just spookiness.
A very spooky edit footnote thing: I'm making the game in UE4, models in Blender and sounds with my Vive's microphone and Audacity.

















