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secret-moose-collective

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A member registered Mar 10, 2025 · View creator page →

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Hey thanks for playing! Yeah so the ghosts following your movements are just visual candy - the buttons will get pressed at the right time regardless.


we did the ghosts by buffering user inputs and processing them all in the fixed rate physics loop. Then we’d send the buffer of inputs for a particular frame for storage. These lists of inputs are used to create ghosts. So the ghost receives the exact same commands at the exact same frame and uses the exact same movement controllers. Interactions are recorded by the buttons, doors, etc. in a similar way so they activate at the same time  every loop.


the issues with ghost desync is sadly something that showed up towards the end of development - it’s due to the load order of ghosts vs level, we suspect.

We had lots of fun making things ourselves.

We would've loved to stretch the game out and use many levels to teach concepts and increase the gradually, but you know how jams are - very time constrained. We chose to skip the mouse sensitivity settings due to time constraints, and we're quite surprised at how big of an issue that turned out to be.

Thanks for your feedback!

Thanks for your great feedback and for playing!

Yes, we noticed these issues with sensitivity - definitely needs to be there for any future development.

Hey, thanks for playing!
The web build really didn't like our time loop system.
There is actually music! it just kicks in about 30s - 2min into playtime. You got a bit unlucky with level 2 - in the description there is a tip that would help: You can end a loop early to stop yourself being killed by a ghost. This is a technique we would've liked to teach in game, but yeah.. not enough time for proper tutorials.

We would've loved to introduce concepts more slowly, but it is sadly time limited.

The crash is worrying. Maybe we're not cleaning things up super well, so if you got repeatedly stuck on a level, maybe things gunked up.

We played it to the end, it was a lot of fun, great mix of 2D and 3D, good art. Sadly the rain sound was super loud, so we muted it. Very similar to Exit 8. 

Couldn't get very far because of the bug you mentioned, visual style was neat, and it's pretty cool you got a save system running. Sadly the gunshot sound seems to be misrouted and is unaffected by audio sliders.

We actually struggled with getting a web export working - do you have any tips/guides? It's our first time using this engine for a full project.

Thanks for playing, though! The visual bugs suddenly showed up at the end of development, very upsetting.

Hey, thanks for playing!

Just because the submission didn’t make it clear:

We made almost 100% of everything from scratch. We did some re/down sampling of brick textures, as well as building up our own sfx from synthesised and real world recordings, obtained from a foley library.