Thanks for letting me know about the visual issue, seems like a couple of people have been hit with it. If possible could you let me know what browser you were playing, that'll hopefully let me track down what's causing it (I suspect it's related to the poor framerate in that build) .
Dark Muppeteer | Atomic Elk
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Thanks for playing and letting me know about the caustics issue, if possible could you let me know what browser you played on, I've not seen it on the few I've tried so far? I suspect it's related to the terrible framerate which is 100% due to me adding too many fish towards the end . I've got a better performing build ready to go once the jam is over. Download version should play and look a lot better.
Glad you didn't get hit as much with the webgl per issues, I've got it performing a lot better now so the build after the jam should run a lot better. I'll have to look into the distance UI bug, it's not something I've seen my side before. For the info text I'm planning to have a section in the menu that gets populated with info for all the things you discover so you can read them whenever you want aftre unlocking them. I've also added more control options so there will be full mouse control including steering and more button options for sonar/interact.
Hung up clothes, watched them dry, no lies detected! After the rain started in day 2 it never seemed to stop again but on subsequent days it didn't affect the clothes drying. On later days when you have more peoples items to dry it definetly got more difficult to track/remember what beleonged to each.
The level looked nice and had plenty of critters to hunt, of which I nommed several over my couple of plays. The controls were a bit fiddly at times (Malbers animal stuff has always been a bit weird so to be expected) and the thirst and hunger felt a little quick to depelete but I think it makes sense for the shorter jam loop. I tried a few approaches but won by wrecking stuff in the camp to scare them.
Neat thematic spin on the programming games genre and scratch style blocks kept it very accessible. As others have commented I wish I had a better understaning of the distance units so I could make more educated attempts, and that it was a little faster, but I'm guessing this may have been partly a choice to enure you can get out of the way when the programs start running.
Gorgeous art and atmosphere but man that camera and aiming, there was some ik weirdness with the arms when holding rifles (I expect exacerbated by the camera issues) and the run speed didn't seem to work properly on the second level, but I can see what you're going for and looking forward to giving future builds a try.
Thanks for giving it a play, and yeah the web build performace suffered from me adding a bit too much towards the end and running out of time to optimize for it. It does play significantly better in the windows build but I wanted to add the web build aswell as I know not everyone has windows or wants to download anything (possibly to my detriment).
Thanks for playing, the sonar currently has a 60m range but I think it feels shorter now as I increased the base move speed so you partially catch it up if you use it while moving, I'll definetly be looking to increase it. I'd planned to have a bunch more things to discover/interact with to mitigate the "dead time" but ended with about half of them to get it submitted in time.
Controls felt very imprecise but with some patience I could get further through the level, a lot of the platforms were placed so you could get stuck in various parts of the map with the only option being to kill yourself to continue. It felt marginally better using a controller (I was curious if it'd workk so tried) but there was no mapping for shoot.
The controls took a bit to get used to (it sometimes just decided to roll a bit) and I wish there was a mouse movement sensetivity slider, but I had fun literally dropping of the various clients, and accidentally killing a few while attempting to pick them up. The score at the end showed as 0 for me but the HUD score was a few hundred.
Thanks for playing. Yeah, I tipped it over the edge perf wise for the web build with some late additions, I know a few ways I can fix it but ran out of time to do the implementaitons before submission cuttoff, controls wise it's definetly better with a controller and I think invert has the wrong default setting (at least for me).
Thanks for the feedback, I intended to have more to discover but sadly ran out of time, I've now listed what's in currently at the bottom of the game since some are tricky to find as they have large roaming areas. I was actually worried it felt too slow so kept creeping up the speed I toyed with a quick turn but couldn't get it feeling nice enough. If I continue with it at some point I might add a speed slider.
Loved this, that little dude had a lot character, the controls were pretty intuitive once I understood the relationship of the buttons to the actual movements and the movements of the crane was smooth and satisfying. I know there's a kind of progression through the reducing number of items to grab but I do wish there was a more direct x/y tracker as well.
Ship movement felt great and the chain combos were a nice touch, but I did find the shooting sound to be a bit grating especially given the high fire rate, and the font especially in the intro was not the easiet to read. I agree with the BlackmageUK's comment that a slower attack speed might be beneficial.

