I use it in Firefox, personally. Sometimes when you've had Firefox open for a long time it bugs out on WebGLs and you just need to restart your browser.
Trensharo
Creator of
Recent community posts
I came. I saw. I clicked. I don't know if I won or lost.
The world was strange and the art was really cohesive and interesting. I enjoyed the audio and felt it fit with the art.
I wasn't sure what my goal was or what the rules of the game were, but it appeared to be turn based and sometimes clicking on a thing built a path. I expanded as far as I could between eye taunts, trying to get to my 90 egg goal. Then the game suddenly ended. I'm not sure if I was competing with the eyeballs, fighting them, or cooperating with them- or whether the game ended in victory or defeat. I suspect I lost.
Definitely a strange experience :P
I came. I saw. I clicked. I don't know if I won or lost.
The world was strange and the art was really cohesive and interesting. I enjoyed the audio and felt it fit with the art.
I wasn't sure what my goal was or what the rules of the game were, but it appeared to be turn based and sometimes clicking on a thing built a path. I expanded as far as I could trying to get to my 90 egg goal, but the game suddenly ended. I'm not sure if I was competing with the eyeballs, fighting them, or cooperating with them- or whether the game ended in victory or defeat. I suspect I lost.
Definitely a strange experience :P
Eerie atmosphere here- I got a sense of despair and dread as I searched for my missing pieces.
I found some of the sound effects extremely painful to my ears, and ended up having to mute my tab because there were no volume controls. They were very high-pitch and jarring sound.
The graphics were pretty good. This is a decent sized endeavor for a 2-person team!
Cool game :)
I like the GIF on your play screen!
This game is surprisingly well put together for a week. The art is nice and the gameplay seems well balanced on a loop from run to run. I like autobattlers like this- Desert Strike from SC2 custom maps comes to mind.
I didn't hear any music- there was audio but I feel like this game would benefit from auditory juice on the combat to make it crunchier.
I would like the buildings to be put on hotkeys so I could rapidly place buildings from muscle memory after I memorize the hotkeys after a few runs.
Nice game
I like the eerie atmosphere and the dark nature of the game. I think the base skeleton enemies should only take 1 hit to kill as the punch timing takes some getting used to.
I wasn't sure how to open the chests. I think I did it by accident on my first run but then I couldn't get them open on my second.
Gotta love yourself a good inevitable-death zombie game :D
Edit: I figured out why the start button didn't work. It wasn't clear that dragging the colored nodes onto the spot empty circles was how to get started. The tooltip on the start button is very touchy with how it shows up.
I love the idea of an autobattler! I wasn't sure what was going on, which buildings or units were mine, or where the bounds of the level were, but it was interesting to watch the battle play out. I think a bit more telegraphing of gameplay information would go a long way towards my ability to interpret the screen and get excited about the changes I want to make for the next run.
The loop is complete, the art is nice, the audio captures an ominous, space industrial vibe. It's a great piece that is just a bit confusing- as RTS games tend to be. Getting a proper FTUX is hard, but once players understand what's happening these tend to be addictive.
Good job! I hope you make a FTUX pass.
15 man is impressive. My team was only 11 :P
The art and visual effects here were really cool. It was really hard at first, then I realized you could double jump. The places were bizarre and the character was a trip. The checkpoints were so clutch for playability on this.
Fun little platformer. Nice work!
It's fun to see that somebody else went for a drug trip game! So did my team- you guys should check it out!
I was going to try jumping on his head after I saw him go down the second time, but his FSM froze at the top. WebGL sometimes has issues with rounding differently than your engine editor or desktop executable builds, so if you're going for an exact if(position == targetPosition) to switch to the next phase, you sometimes get a state where a check looking for if(xPos == 3) gets compared to an x of 2.999999999996 or 3.000000000001. I suspect that's what happened here.
Trippy was the goal! The forest level is intended to invoke a sense of distress and hopelessness- but we may have achieved that a little too well as it's the #1 spot where people give up. We saw that dialog bug- It seems to happen on spam clicking during dialog. We probably need a conditional check.
Glad you liked our environments and flavor voice lines!
I liked the sling traversal and it felt good, but the electrical wiring part was tuned to require too much precision considering where the checkpoint was. It became extremely tedious to fail the long shot to the end, where you have to take 20-40 seconds to get set back up to attempt your shot again. From a difficulty curve standpoint, the first level requires too much subtle mastery of the controls and that kind of punishing scenario should come after a few levels of practicing other techniques and feeling out the controls.
This concept is great and has legs as a larger scale project.
Thanks! We were going for trippy, ethereal visuals. A bit of a "wtf" element was supposed to be present everywhere.
For the mushroom part, you only need to collect 1 and you can use the fire pit. You don't need to collect all of them.
The art team loved your accolades. Thanks for the great feedback!
The tree guy's (Zoltar- initially inspired by the idea of the fortune machine from the movie Big) design progressed so well during the jam. He started as a concept made by the artist who did our main menu and 3d environmental art pieces, was picked up and sculpted by another 3D artist, psychologically characterized and written by myself, voiced by one of our engineers who has a ball making clever voices for characters, and implemented through another engineer's dialog system. His character is the result of 5 talents forming him while the rest of our team gave input and built aspects of the game around his design as it coalesced.
The forest seems to be the #1 spot people give up- kinda fitting on the horror/hopelessness level XD
Thanks for your feedback!
Thanks for the great feedback!
We wanted something that wasn't particularly difficult, and was more of a surreal experience as you meandered your way through the game.
The post-processing effects were experimental on our part and we did our best to make it disconcerting in the forest, though we may have gone a bit far with it. We wanted to invoke a sense of distress so the forest was meant to be a bit unclear and frustrating, but it's probably a bit too up to chance whether somebody figures out where to turn around or not (there is a big stain on the ground when you hit the endless loop- you turn around there).
I'm happy to hear you appreciated the game!
This is a cool concept for a roguelike. I think with extra time to flesh out the combat mechanics and to refine the balance this could be really fun!
Nice art, too.
The music was a bit repetitive, but listenable enough for 5-7 minutes.
Overall, I liked it. One of my more favorite concepts I've voted on for this jam.



















