Awesome! Really fun online multiplayer. The controls aren’t great though - what if you added keyboard controls for the games with arrow buttons? Also, the buttons seem to stop registering if you move the mouse while clicking.
astralCastoff
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Thanks for clipping it! Can be hard to find it in a big long stream vod.
Mongol
This? https://bydarkcrusader.itch.io/mongol
I don’t think I’d seen it before, looks cool.
I like the “oil painting” shading in principle, but it has imho bad interplay with the low-rez non-AA’d edges, making everything wobble a whole damn lot.
How so? The hard edges themselves don’t wobble, or are you talking about the animated textures like the sky in the desert area?
To my taste it should be more static, like real oil painting.
There’s actually an inbetween step where the game is rendered in low resolution and then upscaled with a smoothing algorithm, I wonder if it might be more appealing without that and being high resolution. The problem having it static would be that the distortion stopping when you’re not moving the camera would be very noticeable and jarring. This type of wobbling (which is entirely screenspace) is still relatively temporally stable compared to doing some kind of screenspace stroke-based rendering, I could make it take into account depth like Memories Retold, but it’s a ton of work for something that’s a totally different aesthetic than what I was really going for. I’ll definitely have a think about it, though.
couldn’t do anything
Sorry about that, they’re totally broken right now. They’re in the middle of being moved from a hacky solution to a properly functioning inventory.
Thanks for checking it out!
Thanks for the feedback. I’ll cut the static to 4fps instead of 12fps. I’ve gotten the same feedback on the text, but part the shader pipeline cannot be selectively run on part of the screen, but I have a solution for that. Uncapturing the mouse was for debugging but I forgot to disable it for the build. I’m going to change how the teleports work so I can set your rotation and look angle to make sure you won’t walk straight off of anything.
I LOVE the art. So clean, feels retro but without getting all blurry or anything. Fun gameplay, had to get used to dying a few times per level before I really knew the level.
One issue I found was that if I went up the stairs at certain angles (diagonal? against the wall?) my movement would go jagged where it was seemingly getting caught on the steps?
I just tried it on a 144hz monitor and there was no difference, that code runs in the FixedUpdate() loop so there shouldn’t be any variance in the momentum it gives you. 
Are you getting this high? Less?
The game was using up way more CPU than it probably should have
Sorry, the game currently has every area loaded at once, that could be it. I’ll try profiling it or something just in case it’s another problem.
Thanks for the feedback.









