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(2 edits)

Played on: WebGL (firefox) (I was too lazy to setup my playtesting env again)

Honestly for a jam, amazing level of polish aside from sound. Shaders and animations on everything, and they somehow work on WebGL?!? (Sound didn't play for me, if there was any)

Controls are intuitive enough, and those that aren't are either explained or not really needed. (I never bothered pausing).

Level design is also really well done for a jam. A few of the jumps make me a bit sad as someone who might try speedrunning this, but I could just be skill issuing. (I've only done 1 run so far)


This is going in my speed-games collection for sure.


As far as what could be added? Sound first, then native Linux support would both be good ideas. (For jams, I'd prefer not to have to setup proton if I don't have to)

Thanks for playing! I was just as shocked that all the shaders worked in WebGL, I was not expecting stencil buffer support (for the portal)!

There is supposed to be background music though I ran out of time to add the SFX. I'll have to look into why the background music isn't playing on Linux but I suspect the culprit is the web build. I do have a Linux machine and can look to add a native build post-jam.

Speedrunning was definitely my intention since I love games like Ghostrunner but I lost track of that with some of the level choices. If I revisit the levels post-jam, embracing momentum and removing stop-and-go sections would be a priority.

I suspect audio issues is just a webGL jank thing honestly.

Yeah I think it has to do with me enabling multithreading in the Godot export and shared buffer support in Itch. The web audio was lagging badly without them but I suspect they're not well supported