I built from source.
I got out! Not sure how.
I liked the ambience and effects, and the dynamic nature of the world, which is obscured but though I'm unsure what purpose there was for the things I could pick up.
| Criteria | Rank | Score* | Raw Score |
| Audio | #30 | 2.793 | 2.944 |
| Visuals | #30 | 3.268 | 3.444 |
| Overall | #32 | 2.793 | 2.944 |
| Game Design | #38 | 2.635 | 2.778 |
| Execution | #43 | 2.477 | 2.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
I built from source.
I got out! Not sure how.
I liked the ambience and effects, and the dynamic nature of the world, which is obscured but though I'm unsure what purpose there was for the things I could pick up.
Thank you for actually compiling the project!
We did not get around to implement an effect for the package of pills in the bright room in lvl two, and the bunch of pills you found lying around the corner has an effect (at least on your native build) but you can't see the effect it cures on lvl 2, because of a bevy fullscreen material bug on 0.18 (the fullscreen material effect wont reactivate after respawning the camera).
Fell out of the level and couldn’t restart first. Second try, I escaped, although not sure what I did to do so, but the visual effect and the music was pretty cool!
Just adding a different color to the ground/ceiling could easily improve the maze’s look I think.
In our first person game I lock the cursor on every click which helps a bit with the browser unlock, fullscreen etc issue. I also found this repo by Jan since we’ve submitted that looks like a neat solution to deal with cursor (un)locking on the web, might be useful for you as well.
Note: I tried the native mac build but it didn't seem to want to launch.
I loved the chromatic shader you implemented. It definitely helped evoke a dreamlike feel. It was a little tough to understand what I should be doing, but I eventually stumbled my way through (after falling off the level in a previous run), which honestly feels appropriate for the fever dream theme. I recorded my playthrough here!
Thank you for recording this, very helpful!
As mentioned in the description, the native builds were accidentally compiled with a development feature, causing the asset path to be invalid and all native builds not working :(
I wasted my final hours working on the game trying to fix the web build, which had an opengl panic, finally I just removed the darken shader that was causing it from the game, which is why the final set of 3 pills you encountered had no effect (the debuff that should be cured was not there). Also you should not have been able to escape where you did, the exit being reachable in this corner was a bug :/
I quickly fell out of the map, so be careful getting near walls! I also was a little confused what to do. The graphics are super cool though, I love the RBG splitting. Great game!
Thanks! We ran a bit out of time this weekend and while I wanted to polish the game before release, I instead spend ~6-8 hours trying to fix errors with the web build due to webgl errors and stuff, until I had no time left to fix such little annoyances (tho the falling-out-of-the-world thing should only be a one-time issue at the beginning of the game).
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