Understandable. The game was actually developed on linux and then cross compiled to windows using mingw and then other people tested the cross compiled build. Honestly it wouldn't have been a big deal to also make a linux release build, but I chose to focus on making sure the windows build would have no issues.
Romma
Creator of
Recent community posts
Thanks for playing! Glad you liked the game. Fun fact, the sound for starting/restarting the game is actually the same as the score sound but with a lower pitch. I've always liked when games like yume nikki and such re use the same music and sound effects but shift the pitch making for a very different sound and mood.
Thanks for playing! Glad you liked the game. I like risk reward system in games. The idea behind this one was that stopping the timer early is easy, but leaves less potential time to do future rounds. Ideally this would encourage players to take risks and try to stop the timer as close to zero as possible to save more time and make it possible to do more rounds.
Thank you for playing. Glad you liked it. During the stream you were wondering how the game was drawn. Essentially the entire game is drawn using a raymarching technique called sphere tracing. All the geometry in the room is represented as a signed distance field (SDF); a sort of function which tells the distance between a point and a surface. This function is then repeated infinitely and flipped after each room length to mirror the other rooms. Here is a fantastic article on the subject if you want to know more https://iquilezles.org/articles/sdfrepetition/.
Nice to see another submission where someone made their own game engine. Unfortunately you seem to have forgotten to supply the dynamic library for GLEW, however the game works fine after I pasted it to the game directory. (If anyone wants to try the game the glew32.dll can be found in here https://glew.sourceforge.net/). Unfortunately I'm not quite sure how to play the game, but I appreciate the effort.
This is a really cool idea with a lot of potential. It's fun to do an almost complete circle and then time it to the enemies jumps. Maybe the salt could stay on the ground for a bit longer before dissolving in order to encourage hitting more enemies with a single big salt circle. Also I like that the mechanic also has interesting movement potential by launching you in the air.
Thank you for playing my game. Glad you liked the mirror mechanics. One of the challenges during the development was making the player characters model only using simple primitives like spheres and boxes that could be drawn into the sphere traced reflections. I ended up going for a fairly minimalistic look in order to keep things simple.




