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Shift's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Legitimacy (score low for spam or ai-slop, high for authentic "in the spirit") | #52 | 1.807 | 3.500 |
| Overall | #55 | 1.356 | 2.625 |
| Impression (score low for unimpressive, high for impressive) | #55 | 1.291 | 2.500 |
| Originality (score low for unoriginal, high for original ideas) | #55 | 1.420 | 2.750 |
| Adherence (score low for poor theme implementation, high for sticking to theme) | #56 | 0.904 | 1.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It took me a long time to get a build on Windows, here's a debug build.: LINK. It's kinda unstable and crashed on death but I'd call that "immersive".
Good job, 3d stuff is hard.
Lots of work I see here. The motion of the player is a bit slow, but otherwise is a nice start for a "maze" game of some sort. I have taken the source code and created a CMakeLists.txt file (with the aid of AI, I do not have time otherwise to review all entries), that will generate the build folder to compile the project. In theory multiplatform, but I have only tested it in Linux.
Also, the CMakeLists.txt downloads raylib 6 and grabs the imgui repos on a specific tag and compiles everything for the platform in which the project is being compiled. I f you are interested I could give you the CMakeLists.txt file but I do not know how. You let me know.
Hi, the project looks good, but it would be much easier to test if you could provide a precompiled Windows build.
At the moment, we need to set up the compiler, dependencies, and build system before we can even launch the game. A simple ZIP with the executable and required files would make the project much more accessible.
Are you also planning an HTML5/WebAssembly build? I noticed this in the code:
emscripten_set_main_loop(StartMainLoop, 0, 1);So it looks like web support might already be planned.
Just a suggestion. Anyway, thanks!
Okay, first I tried to build this for Windows, but I don't really have a decent Windows PC, so I couldn't do that in time. My main development rig is a MacBook, and so that's what I developed this on. My original plan for cross-platform was to compile this to WebAssembly via Emscripten, but I scrapped that because of some shader compatibility issues and I didn't want to deal with that, so I dropped it. So I tried to write the code in such a way it would be cross-platform, but I haven't tested it on anything other than macOS, so I had no way to tell. This is my first jam, so I did the best I could with the time I had. I had tests to prepare for as well, so I tried working on the game as much as I could. It definitely isn't the best code I have ever written by any means.
I'm honestly kinda flattered that you even bothered to look at the code—thanks for that, it made my day. Thanks for the suggestions.
Hey, no worries at all. For a first jam—especially with exams to prepare for—getting something working on your main machine is already a big accomplishment. Cross-platform builds and Emscripten/shader issues are a nightmare, so dropping WebAssembly is totally understandable. Don’t be too hard on your code; game jams are about finishing, learning, and having fun, not perfect code. I really wanted to try your game. We always fall into traps, and sometimes it’s too late—but that’s part of the experience. Thanks for sharing the technical background, and congrats on your first jam!
Thanks 😊
I can't build this myself (well, I could - but I'd be doing your homework).
simply scoring this on the code you provided, and the screenshots. :)
Looks like it could be a promising 3D engine!
What are you building on If I may ask? I built this on macOS but I did write the code in such a way it's cross platform