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A member registered Mar 23, 2018 · View creator page →

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Finally got to try it on Windows... Very nice and repeat the call for more levels!

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Hi! Tried the hotfix (both to be sure), no go. Will see if I can dig up a Windows machine...

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Hi! Thanks for trying it and I'm unhappy it's not cooperating with you. So, if you have a few moments to check, would you be willing to turn on your browser console (usually [ctrl]-[shift]-[i], then start the game from the page? Specifically, look for warnings in red or yellow like this: 

If you see any of those and you can copy and paste them as a reply here, I might be able to tell you what's going on. 

Another thing to try is to go to the three.js home page -- -- and click on one of the examples (this one shows a lot of the stuff I'm using: and see if those work (that indicates that I'm doing something wrong...).

Unfortunately using the 3D engine in the browser is a security and configuration nightmare. Three.js smooths a lot of that out, but it can't cover everything -- like if your video card is too old for the browser to use for acceleration. Hopefully the messages in the console will indicate what's going on if that's it.

Also, apparently on some browsers, you explicitly have to turn it on. This topic might be helpful?

Hope you're able to try it out!

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Thanks for checking it out! The "hit box" is just a distance function for one unit -- 

(> 1 (avatar.mesh.position.distanceTo item.mesh.position))

 I thought about doing a proper one, but I felt it added to the "contemplative" nature of the game because you had to hit the NKI juuuuust right... 

And yeah, totally ran out of time before I could get animations fully working on Robot.

Racket is famously a "language to create languages", so Urlang is leveraging that capability inside Racket. It isn't Racket (or Scheme, even). The author calls it "JavaScript with a sane syntax", but it's a lot more than just a direct translation -- you can have macros and the Racket editor understands the syntax appropriately and does checking at compile time. Taking advantage of the macros, it also offers rich loop constructs and other conveniences. Number one advantage for me is I can use standard JavaScript libraries like three or mithril.js.

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I've been with Racket for a while, but made the switch to Urlang so that I could guarantee that more people could easily play my game (and also I don't have a compile farm to run out for each arch). I'm interested in the Guile Hoot thing, but no browser I use currently supports it, so will have to wait a bit. Nice list!

Was able to run using alternative server. Thanks! Responsive with nice animation. If you develop it further, you might put the word "ice" in the name somehow because it is that smooth!

Same issue on FireFox 119.0 (64-bit) on Linux. Will try on Windows when I get a chance...

Very glad you enjoyed it! Yes, I think you're correct on the probability. I was taking into account all objects, when in reality only [redacted] matter. I used the "contemplative" music because, according to, "robotfindskitten is in fact a Zen simulation" and I figured that was the better music for Zenning out... Of course you're free to switch them around! I'll write up something soon on running it locally from the source (spoiler, it's kind of a pain thanks to browser security restrictions).

I probably could have made it a lot more compact if I had had any idea of what I was going to do when I started! Thanks for giving it a look!

I'm glad! It's cold out there... Also, I just realized that there's a terrible bug that gives you a 90% chance of finding Kitten first try if you know what to look for. Maybe I'll fix it in source. Thanks for trying it!

Hi! Just to let you know, on Pop! OS (

Linux popcorn 6.5.4-76060504-generic #202309191142~1695998943~22.04~070916d SMP PREEMPT_DYNAMIC Fri S x86_64 x86_64 x86_64 GNU/Linux) got a freeze from both Ubuntu packages.

Last log messages:

 ==> Performing warm boot.
   -> Runtime directory is /home/josh/Downloads/chrono-labyrinth/bin/
   -> Resource directory is /home/josh/Downloads/chrono-labyrinth/bin/
 ==> Running boot hooks.
 ==> Reloading foreign libraries.
   -> Loading foreign library #<LIBRARY LIBMIXED>.
   -> Loading foreign library #<LIBRARY LIBSDL2-TTF>.
   -> Loading foreign library #<LIBRARY LIBFFI>.
   -> Loading foreign library #<LIBRARY LIBSDL2-IMAGE>.
   -> Loading foreign library #<LIBRARY OPENGL>.
   -> Loading foreign library #<LIBRARY LIBSDL2>.
 ==> Launching application.
[Harmony] Will use ORG.SHIRAKUMO.FRAF.MIXED.PULSE:DRAIN for output (2xFLOAT @ 44100kHz)
./ line 7: 79403 Killed                  ./ChronoLabyrinth
Will try compiling later. Thanks!

Please just imagine those nice graphics for the title and finish screen as well! ; - ) Hope you enjoyed it.

For what it's worth, I tried to write something up every day of the jam:

Thanks for the hint about the ECS, @Jummit. I wound up doing something sort of like it and was very pleased with the results!

A nice easy-to-learn mechanic with logical complications. Also, really enjoyed the music while playing!

Like the sketchy art style -- and a pretty big world sketched with it!

Bah! Windows emulator doesn't exist ( ). Thanks very much for providing the video walkthrough!

It's the "Dinosaur Comics" of video games...! I did appreciate that there were subtle changes in the maps throughout the different meta-levels. Very interesting conceit and I like how you closed the loop at the end.

I've never played Pokemon, but now I've conquered the Mushroom Kingdom! Very nice work!

The world needs more HyperCard! I don't know how familiar you are with it, but Decker is a credible web-based reimplementation (with all the limitations of the original, for the most part). Also the Internet Archive is hosting HyperCard stacks (along with a Mac emulator to run them on) now, so you can try it "for real" if you never got the chance.

Kevin Macleod at is a great source for music. I pulled down a bunch of his stuff and listened to them on repeat while developing -- I thought the pieces included went well with the "mood" of the game and I'm glad you agree! Thanks for taking a look!

Hi! The thing with 3D is that thanks to hardware implementations, the capabilities have become pretty standardized, so basic use in Lisp is not that different from other languages. So there are a wealth of resources to draw on if you want to explore it. I didn't go too much beyond generic library calls, but I think Lisp could really offer some advantages (using macros, etc) for /composing/ 3D scenes -- maybe I'll get a chance to explore those next time. Thanks for trying it and welcome to the jam!

Hi! I hate to say it, but the hitbox is all my fault -- it's just based on the B'girl's bounding box and since she's in T-pose (no time to rig and pose her) then it's pretty wide. If you hit the "d" key, you can see the bounding boxes and collision detection which might make it more clear what's going on. Thanks for trying it out!

Thanks for taking it for a spin! Since I wanted to do my own assets _during_ the jam (like an idiot), low-poly was kind of foreordained, but I'm pretty happy with the results.

Glad you enjoyed it! I've taken several stabs at it in the past (previous jams), but as simplistic as this game's semantics are, it's the first time I've gotten 3D, sound and interaction all working at the same time.

Thanks for trying it out! I wish I'd had time for more assets -- if you check the source docs, you'll see that I had _plans_...

Just standard HD (1920x1080) on a curved monitor. Aspect ratio is one of the underutilized knobs on the game environment. It used to be a big deal in the heyday of special purpose arcade hardware, now it's just a setting. One that can be changed to match the goals of the game when it makes sense.

The rare example of a sequel that's even better than the original! Especially appreciated the commentary. Too bad about MetaCard, but maybe you'll develop it further at some point?

Got it going! `.\w4.exe run-native .\cart.wasm` Very cool!

Hi! If you click and drag, you should be able to change your camera view (using the three.js Orbit control). You can even reverse the camera to get that Crash Bandicoot platform experience!

And yes... I ran out of time to rig the character -- or even pose her properly, so the hitbox is based on her default T-pose. The final version should fix that.

Thanks very much for trying it out!

Tried running this with WSL on Win10 (yeah, yeah, I know, but I wanted to try it). Did not work:

josh@bollux:/mnt/c/Users/USER/Downloads$ ./je41

./je41: /lib/x86_64-linux-gnu/ version `GLIBC_2.29' not found (required by ./je41)

./je41: /lib/x86_64-linux-gnu/ version `GLIBC_2.34' not found (required by ./je41)

Tried the usual Linux upgrade dance `sudo apt-get update` followed by `sudo apt upgrade` then a `wsl --update`, but nope. Apparently there is a newer kernel available, but this is as far as I can take it for now. Will try again when I have access to a (real) Linux machine!

Mr. Macleod has long been an Internet fixture... I first found him because of his graph paper templates (yes seriously!) and later discovered his music, which encompasses a wide variety of styles with very generous (free) terms. I have also worked with musicians during one of my jam projects, but this one was just too chaotic -- I only got the music working until the very end.

This reminds me a little of the "choices" or "alternatives" panels that some (pre-AI) photo editing software or plugins would give you when you were trying to fine-tune a filter. It would be cool if you had a little "garden" of (say) six or more plants so you had more alternatives to pick from.

Hi! Pulled down w4 for Windows and did `.\w4.exe run .\cart.wasm` -- got a "cartridge is corrupted" message. It also said to check the console for details, but the PowerShell (or command prompt) console just has the QR code and the URL. Tried redownloading several times and also putting the cart file in different places in the filesystem.

I've heard of WireWorld and will be very interested to try this. Thanks!

Cartoony is de rigeur for me -- I don't have the patience for anything too detailed! (Or, in this case the time...). The crate (cube with inset sides) and drum (cylinder with extruded ribs) were fairly straightforward, As you might expect, B'girl took most of the time. I'd been wanting to try Blender's texture paint for a while and this was a good opportunity. Thanks for checking it out!

The music is from the incomparable Incomptech (Kevin MacLeod) and the sky images are by Jockum Skoglund from OpenGameArt (credits for both in However considering how annoying it was to deal with setting up that skybox, it's nice to know it's appreciated! Thanks for trying the game!

My biggest mistake was not pulling down local copies of the three.js library. That would have solved 70% of my tooling problems (although just figuring out /how/ to do that will probably be annoying too ; - ). Urlang was very pleasant to work with -- most of what I tried just worked and when it didn't, doing text searches through a local copy of the repo usually found relevant examples.

Nice and calming (once I figured out that you had to attack each crab several times). Enjoyed the unusual aspect ratio!

Web version worked fine for me, audio and everything. Enjoyed seeing "the Owl and the Pussycat"! Typography was good.

The vector look is great! Like the Tron references, but Killer Tomato?!? This seems like it would do really well with a twin stick setup (attack in one direction while moving in another).