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A jam submission

FaultLinesView game page

Navigate the wireframe ruins of a collapsing mind before midnight.
Submitted by GrayWolfOne21 — 2 days, 21 hours before the deadline
Rated by 16 people so far
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FaultLines's itch.io page

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How long was your dev time?
2 Hours 48 Minutes Gauntlet Run No Test Faith Launch

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Comments

(+1)

Very strong AI look to the visuals on this.  I got soft locked where I think my choices made it so I couldn't jump high enough to get off the starting platform in level 4.  2nd time through with different choices I was able to make the jump.

Developer

Thanks for the engagement!The whole game is handwritten canvas code built around classic AABB collision detection, which is just axis bounding boxes. That old school math style is pretty terse and happens to be the same kind of shorthand a lot of AI tools spit out these days, so I can see why it might look that way at first glance, I've had this come up a couple of times now so I had to do a deep dive to even understand the implications, Ive been writing this sort of thing since 1996, back when I was making simple sites on AngelFire in the early days of HTML and JavaScript. Happy to talk through any part of it if youd like or run through shorthand protocols for time constraint.

The soft locking you experienced is definitely by design, I also want to give you one very specific developer hint that is key to maximum ending output: 

It is not possible to make it through life being completely happy and psychologically there's no such thing as ever truly making amends. 

Again I appreciate you, especially for bringing up points that apparently need to be elaborated on, I'll throw you a follow and I appreciate reciprocation, I'm taking a venture into Godot for the first time for my next project and it's going to be expansive.

(+1)

Angelfire, now there’s a name I haven’t heard in many years, right up there with Tripod and Geocities!  Heck, I still use the provider I have as it was one of the last to allow cgi scripts!

 I bring up the AI look as, if this is your visual style, you’re going to be fighting a very uphill battle with game dev.  I’ve found that people avoid anything that even gives them a hint of having an LLM’s help in it.  As you can see on my page, I have a few games posted that were created with AI, and they have been shunned to oblivion, no matter how much fun they are to play.  The game dev community is very vocal about it, and the general public just avoids it.  It sucks too as I love that old school neon look of games like they’re from the 80s, but it’s a look that AI has basically called its own these days.

Godot is great and should be fairly easy for you to pick up if you haven’t started it yet.  Probably the fastest language I’ve ever learned, since Pascal.

Developer(+1)

thanks for the link man, just subbed to your channel and that zelda video was definitely the one i remember seeing, really great work on that

you make a really fair and humbling point about the ai perception and i appreciate you bringing it up honestly. with how much stuff is out there right now i totally get why people are skeptical and guarded against it, so i understand why it can be an uphill battle. i definitely respect the community for wanting to protect genuine craft

geocities really brings back some great memories though, and it makes me think back to hanging out on the old jungle boards trading code and just learning how things worked. things were a lot simpler back then.

thanks again for taking the time to chat and give your thoughts, and thanks for the encouragement on godot. looking forward to seeing more of your work

Developer

Hey I looked into your stuff man, I have actually seen your stuff on YouTube I think, your zelda tribute is extremely familiar, if you send me a channel link I'll follow if I'm right

(+1)

Yeah Zelda was one of my better performing videos. https://youtube.com/@nyedigitalgames?si=gsdZ8omy5YQbVhq-

Submitted(+1)

I think it would be a great game, but I am a noob and didn't beat even first level

Developer

Regardless of skill I appreciate giving it a try, I wish you the best of luck 🤞

Submitted(+1)

Visuals are probably the strongest feature of the game, the lighting effects, shaders and colours are very appealing. 

Controls are not my favourite, but i could see myself enjoying it more if the time limit wasn't there (I know it fits the theme, but rushing isn't fun) 

The music choice was a good idea, very calming and easy to blend into the background, sound effects are a neat detail too :> glad you added those, 

i'm pretty horrible at platformers, so i only made it half way after 2 attempts, maybe i could get further on the third? :p

Developer

Glad the lighting, shaders, and audio landed well for you. If you give it another go, pay close attention to your choices as you push past the halfway mark. Hitting a point where you physically cannot progress isn't a standard difficulty spike, it is hard coded by design based on the narrative paths you pick.

As for the controls, they definitely lean into that twitchy feel which can make things tough if platformers are not your usual style. Appreciate you sticking with it through a couple of runs.

Submitted(+1)

This is a really cool concept! It took a second for me to realize that the way you choose to view each memory influences the physics engine, but once I realized I actually really liked it!

For such a short dev time, this is super impressive! (Writing everything from scratch and all the dialogue options) ❤️

One aspect I believe could be improved is the audio. The soundtrack was a little repetitive. Realistically, for a game with a playtime of 3 minutes, this isn’t much of a concern, though.

I definitely need to play more and find the different endings!

Developer(+1)

Thank you for the kind words about the scratch work, if I would have picked anything other than HTML I would not have made the clock. I am glad the memory and physics connection clicked for you.

You are totally right about the audio. It was a last minute addition and barely made it into the build. I was aiming for a Castlevania or Ghouls and Ghosts vibe, but I think I accidentally ended up somewhere between Bubble Bobble and Marble Madness. 

Hope you have fun finding those other endings!

Submitted(+1)

I enjoyed the fast-paced platforming. At first the movement felt a bit too bouncy and quick for me, but after a while it actually became part of the fun. I also liked the visuals. The color palette was appealing, and the little spark effects around the levels added some nice atmosphere.

One thing I struggled with was noticing how my choices affected the gameplay. Since the game explains that decisions change your movement physics, I expected those changes to be a bit more noticeable.

I also felt that the platforming and narrative sections didn't fully come together for me. The gameplay felt very fast-paced and arcade-like, so the larger text sections sometimes interrupted the flow. I'm generally not someone who enjoys reading a lot of text in games, although I did find the writing atmospheric and interesting.

Overall, a very impressive entry for a 3-hour jam.

Developer(+1)

Thanks a lot for playing and for the honest feedback. I'm glad the movement eventually clicked for you. 

For the writing, I was really trying to channel an old-school JRPG vibe, like Chrono Trigger or the Tales series. I love those games where you get sudden, vague emotional phrases during quiet story moments. Blending that reading pace with fast platforming is definitely tricky, so I appreciate you pointing out where the flow breaks. 

I'm really happy you liked the visuals and atmosphere. Thanks again for taking the time to share your thoughts on my entry.

(+2)

Game feels and looks AI generated.

How much was your own work and how much is AI?

Developer

Hey, thanks for giving it a run! I actually spend most of my time building out internal architecture and data visualization tools for corporate clients. When you do that all day, you get really used to building fast, self-contained modules, which is where my HTML speed comes from. The game looks the way it does because it is 100% native HTML5 canvas drawing, using just coordinate math and radial gradients instead of image assets. The physics are built on old-school AABB bounding boxes to keep everything optimized for the 3-hour limit. Happy to chat about the source code or the canvas math if you want to dig into it!

Developer

And hey looking at some of your stuff you seem to be a fellow HTML feller. Do you like the GD game platform? I thought about releasing on there as well