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shiftBacktick

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A member registered Jan 01, 2020 · View creator page →

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This is well executed and overall a fun and challenging experience. Thanks for including an EvE mode; it was good to watch idly before my first attempt, and something I wish more games had.

Excellent aesthetic and integration of narrative. The intro sequence was very stylish, but I’d recommend giving folks more reading time, for example with controls to advance or pause the text at their own pace. Anyway, the very first thing I did was fly off the track and get stuck underneath it, or why I’m too scared to own a car, but I got a hang of it after a few checkpoints with the gamepad. RIP Red Rampage. ✌

That ambiance is menacing! and what a relief when it changes! I found there to be insufficient contrast between the text and background, and would recommend adding a transparent black background or shadows for the text to pop more. An otherwise sweet and concise experience.

Thanks for playing! Please see my comment below to learn more about audio games like this.

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Thanks for playing! Most of the games I make focus primarily on the audio like this. I highly recommend you check out No Video Jam 2 and No Video Jam, as well as the database at audiogames.net, to find more games like ours, including those by veteran devs in the scene who started it all and carry the torch for the new folks like us.

Liberating: what an adjective! My work is all about escapism and empowering folks to explore new experiences. Thanks for visiting Chimera Steppes!

For the reverb: absolutely, it can be as sophisticated as you want! Hard panning is pretty rare in the real world. Sound naturally reflects, and our bodies and minds are tuned to pick up on what it tells us about the space around us. There are plenty of tricks like switching reverb impulses when entering spaces of different sizes or materials, or adjusting early reflections when near obstacles just as you describe. For a project like this I’d personally keep it super simple, but adding acoustic realism to game environments in general can certainly improve their accessibility for all (who can hear it).

Thanks for the comment and for giving audio games more visibility in a bigger jam.

In general, I really enjoyed how natural the text-to-speech sounded, and the voice lines are implemented very well. Maze games really aren’t my thing, so I got turned around quite a few times before bouncing after Level 5. The biggest thing that confused me was not understanding when the bomb was ahead or behind me. Possibly you could exaggerate the filtering more when bombs are behind walls, and use the current amount of filtering when they’re behind you. I did enjoy the minimalist sound design overall; something that could make the spaces feel more natural is applying some stereo processing to the mix like a gentle reverb or binaural effects that bleed into the other ear.

There are some great suggestions below about solving the more game design-oriented challenges of onboarding folks and level design; it’s not my expertise, but something you could explore in a future build.

Nice work!

Thanks! The engine isn’t very robust and took several months to make, but it does enough things well for me to quickly build new things that the big engines don’t: can synthesize sounds low-level on the fly, has good accessibility support, and uses web technologies to deploy anywhere. You can find the source code for the game and the engine on the page. Cheers!

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Thanks for playing, glad you enjoyed! I would be lying if I said I didn’t have it open in another tab as a palate cleanse between rating games. Many great submissions here, sometimes just need to chill.

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Hi! Blast from the past. Thanks so much for your feedback. I just wanted to let you know that I’ve taken your feedback to heart and incorporated it into some of my recent updates. These include a colorful day-night cycle, new musical elements, and a fix for the issue you described. The game is still free at this time, and you can even download it on Steam this week during Steam Next Fest. Cheers!

I encourage you to continue with this project, or explore something like it, after the jam. There needs to be more accessible games submitted to mainstream jams like GMTK Jam. It felt good finding another one in 0-Vis. Cheers!

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Thanks for playing and your kind words! Like all of my games I start with audio design and making sure everything is accessible and pleasant. For this jam I actually had time to add some basic graphics, but the game can be played without seeing the screen.

Nice work! The puzzles gradually ramped up in difficulty. I’ve played a few platformers like this during the jam, but I enjoyed how asymmetrical this was due to the characters’ size differences. One thing to note in Level 7, is that there wasn’t any instruction for me to press Shift or Z to activate the gray button to move the blue platform, but I figured it out! 😍

I should add that before v1.3.0 the game would completely crash at this point. I wrote an automated script that would attempt to replicate this bug with a very low success rate. It helped me identify the issue and a path to eventually recover the audio process. It’s not perfect but a step forward. With the new content in the pipeline I have an opportunity to replace the treasure cues with something more stable.

Thanks for the report. That’s a known issue in every build released where the audio process enters and attempts to recover from a bad state. I’ve tried everything except completely replacing one of my favorite sounds, which I will have more time to address after this event is over.

https://shiftbacktick.itch.io/soundstrider

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Hi! Thanks for playing and the report. Can you please tell me more about your Linux setup and steps to reproduce if you can?

I’ve had plans for a post-jam update for quite some time, but this project has unfortunately been lower priority for me. There have been some Electron updates since release that might improve performance and stability of desktop builds. I can investigate whether it’s worth it to upgrade and release a small hotfix.

Cheers!

Thanks so much for joining us and sharing your work again. I’ve played many of your games since our first jam and can see how you’ve grown. I’m sorry that life got in the way this time and you weren’t able to submit exactly what you had in mind. This game has a lot of potential. If you have a chance to revisit this some day, please let us all know. Everybody loves killing zombies!

Personally I love the concept here. The control scheme is interesting, makes thematic sense, and for me created a lot of tension. While I disagree with some criticism I’ve read, I can understand why some folks might be disappointed by its minimalism. How I might expand upon this would include ambient sound design to sell the setting and, unless I’m missing something, more hazards and level randomization for replayability.

For the technical issue you encountered, I’ve run into this before too! Screen readers can switch between focus modes. By default a screen reader will present HTML in a document context that has special controls for navigation. What you’re probably looking for is the application role. Toss that on your main <div> (I’ve found that <body> doesn’t work as expected). This lets you intercept most keyboard events without Orca eating them.

Thanks for participating again. Nice work!

I hope so too! Could you please download the new build and let me know how it goes? It will fix bad game states on save and load, and (fingers crossed) prevent the root issue from happening again. I think it’s caused by turning too much in one direction, like when spinning helplessly in the air, doing donuts on the ice, or challenging yourself to a speed run where you can only turn left. Apparently that can generate some pretty extreme numbers that eventually overflow. Who knew?

Hi, thanks again for the report. I’m sorry about the bug.

I have started work on my post-jam update which will be ready in the next week or so. What I will do for now is brute force this issue and put out a build that fixes saves whenever they get corrupted.

The behavior with collecting materials is unrelated (when this breaks it thinks you are close enough to pick up). However, this has inspired a new attractors upgrade currently in the new alpha which will auto-loot nearby materials.

I’ll comment when the new build is ready so you don’t need to wait for the post-jam release to get back to the game.

Hi! Thanks for the feedback. I’m sorry that I didn’t explain how scanning works. I’ve expanded the E.X.O. manual to include details on this. Hope this helps. Cheers!

Hi! Thanks for the feedback. I’m sorry that I didn’t give you enough information to be successful. I’ve expanded the E.X.O. manual to include details on movement, terrain sonification, materials, and synthesizing exosuit upgrades. Hope this helps. Cheers!

Haha! I never thought about that edge case. When you’re facing 359.5 degrees the formatter rounds it up to 360. I’ll throw in a tiny fix for that too. 😂 Watch out for a small patch in a bit.

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I wasn’t able to reproduce this by moving around but, with the right console commands, I was able to get the game into a similar state which corrupted my position and made it impossible to load my save. So I can issue a hotfix later tonight that will correct this and allow you to safely load into your save without data loss.

I’ve also identified a few items related to rotation that might be the root issue, but I need more time to understand the math and fix. That will be part of the v1.1.0 post-jam update within the next few weeks.

Thanks for identifying this bug, as well as your patience and understanding.

Other solutions would include building from source and running Electron with developer tools enabled so you can access localStorage through Web Inspector. Or simply choosing New Game from the menu, which will clear your progress but allow you to keep enjoying the game.

If you want to try editing the save data directly, you’d be searching for a localStorage file in there. If you search for the string “exo_game” you’ll find some JSON with a “position” key. I suspect it has an infinite number in it. The programmatic fix I’d add in a hotfix would set them to sane default values like (0, 0, 0) for your coordinates and (1, 0, 0, 0) for your quaternion. You can try that manually if that makes any sense, but do make a backup first.

Oh no! I will attempt to reproduce and investigate. I wonder if the lack of speed limits with RCS Thrusters was a mistake. Depending on the fix it might be possible to recover your save if you haven’t cleared it yet. Beware that my time is limited for the next few days.

This doesn’t sound fun. I will fix this in a post-jam update for us. Thanks for understanding.

Hello! Tesseracts currently have a very low spawn chance (like 1.33% of materials). Perhaps it’s too low and needs to be increased. My hope was the scarcity would lead to interesting decisions. They have a unique sound to look out for that was super fun to make. You will definitely have the cargo space when you try to pick them up, the screen only shows what you currently have, but you have equal slots for every material. Hope you find some soon!

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Hey! I’m sorry that I just saw this now. I’d love for you to get feedback on this. Please click this link to enter the jam: https://itch.io/jam/298149/add-game/1015480?token=eDxpwdBeyz9VPilqDkdYjpzBRM

Hi Oliver! Thanks for playing. I’m delighted that you’re enjoying your time in the E.X.O.

I love how much you tested the limits of the game because I deliberately didn’t add any. In real life I’m sure you’d have escaped orbit! I believe things might start to break once you’ve traveled some 10^12 meters in a single direction due to rounding issues. That would take you over twelve thousand years to walk in-game!

To support altitudes and speeds this great, it might be cool to add new sounds like the atmosphere fading into a different soundscape or your exosuit burning on re-enty. I’ll think about this more.

I believe the left stick is working as intended. One thing to know is that strafing only works in bipedal mode; in wheeled mode it’s all forward and reverse. When your stick isn’t fully 90 degrees to the right or left, it will be detected as slightly up or down. I can try to shape the input better in these scenarios.

Thanks for the report. Cheers!

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Thank you for the kind words and suggestions. I always value your feedback! In general I agree with everything and think these are good things to explore in a small post-jam update. Extra thoughts:

  • Altitude
    • Your altitude relative to the ground can be inferred from using the scanner. It even pauses the game for you to listen. 😀 If it’s using inaudibly low frequencies, then you’re way high up! When you’re even with the ground it’s a nice Middle C.
    • I will add this to the status screen and give it an access hotkey.
    • In general I’ve been avoiding non-diegetic audio cues, but I’ll see if something else makes sense here. There could be some sounds that play at regular altitude intervals.
  • Sense of speed
    • Originally I planned, but didn’t have time, for adding dust particles that could give you a sense of speed and direction. I will revisit this.
    • I will add this to the status screen and give it an access hotkey.
    • There is no speed or altitude limit, so I will need to consider when these cues will break down and stop making sense.
  • Jump jets recharge
    • A cue for this was on my radar but not implemented in time for submission. I will revisit this.
  • Crafting success
    • I agree that some sound design and a better change of interface state would help here.

No timelines on these changes, but I’d like to wrap this project up shortly after the jam concludes while it’s still fresh. Cheers!

My apologies. I uploaded a faulty build last night where the game would hard lock when jumping. This has been corrected.

The jab went well; however, I will not be posting a new build or devlog tonight. Thanks for understanding.

Hi Dom! Thanks for giving us visibility and providing this resource for our community. We appreciate the time you put into making this video. I’m excited to tune in and watch you play and judge our submissions. You might enjoy some of our previous submissions. Liked and subscribed. Please join us on Discord or reach out to me directly if you need anything. Cheers!

Hi folks,

We’re pleased to announce our themes! We’re excited to hear how these inspire you to think outside the box about No Video. Feel free to choose one, many, or none at all:

  • Augmented
  • Data visualization
  • Failure is progress
  • Logical fallacy
  • No end in sight
  • Recursion
  • Temporary disability
  • The jab
  • Unconventional controls
  • You are the dungeon

Cheers!

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Hi folks,

We’re pleased to announce our themes! We’re excited to hear how these inspire you to think outside the box about No Video. Feel free to choose one, many, or none at all:

  • Augmented
  • Data visualization
  • Failure is progress
  • Logical fallacy
  • No end in sight
  • Recursion
  • Temporary disability
  • The jab
  • Unconventional controls
  • You are the dungeon

Cheers!

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Hello, glad you’re joining us!

There is only one round of voting here on itch. Once the jam ends and all submissions are in, there will be a week-long rating period. During that we’ll play, discuss, and rate all of them in four categories. Your overall score and placement is based on the average ratings over all categories.

There isn’t a perfect answer to how much code you can start with beforehand. This is allowed because we want everyone to succeed without any stress. Some folks will want to complete everything during the jam period. This is ideal; however, we understand that others wouldn’t be able to enter without working ahead by finding a team, planning their game, collecting assets, writing a story, etc. If you need to do any of this, we ask you to use your discretion, and please be mindful of those who complete everything during the jam period.

For example, I personally will begin with an engine and a starting template that I use for all jams. Before this jam I may write a game design document. I might add features to my engine to make the jam easier. But I won’t implement any of my game’s ideas with code until the jam starts.

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No Video

Please join us for two weeks in April for No Video Jam 2, an audio game slow jam where graphics aren’t the focus. All are welcome, whether you’re a sound designer, a writer, or just wanting to try something a little different. Eligible submissions must be blind-friendly and playable without needing to see the screen.

Our community on Discord is excited to play all of your creations!