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(1 edit) (+1)

Fellow jammer here (I made Gravity Core). I really have to hand it to you - this is the most ambitious entry in the jam. The live-updating map pipeline is the kind of tooling trick that makes me jealous; it shows in how big and connected the world feels.


The color mechanic is the star: starting grayscale and watching the world bloom after each boss is a strong hook, and tying each color to a new power/map access is smart design. I grabbed the macOS build and it ran smoothly on Metal - though the web version really struggled on my machine (Bevy WASM with this many entities is a beast, so no judgment there; the native build is the way).


I'll echo Sampesss on the small black spiders on black background - your apology in the comments was heard, ha. A faint outline or a slightly lighter ground tone near them would fix it without hurting the look.


11 bosses and a map this size in 72 hours is just showing off. Good luck with the rest of voting!

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Yeah... it was definitely a struggle to get the WASM build running reasonably well on Windows Chrome, and we haven't optimized it for macOS browsers. On the bright side, all that optimization for the web build made the desktop versions super efficient.

I’ve already improved the contrast on those dark mobs along with a bunch of other tweaks, but right now I can only build for Web and Windows, and I'm trying to avoid pushing more fixes during the voting period. 

Once my colleague gets back from vacation, we’ll likely drop an update with all these changes... we're actually thinking about trying to make a complete game out of it.