* 3 levels, sometimes you can't escape (" it's not a bug, it's feature" ;-) )
* no sound
* azerty / qwerty support
- on Windows, (enable D3D11 on chrome via chrome://flags should increase performence), works on Chromium and Firefox (slower), failed on IE 11
- on Linux, works on Chromium and Firefox (slower)
- on MacOS, not tested (feedback ?)
Post-compo version
* May be, I have some idea I would like to add (like sound fx, optimisation)
* Do you have any suggestions ?
Technologies
* html5: webgl (raymarching), css
* language : dart (transpiled to javascript)
* some code libraries,... were copied/pasted/adapted from my other game (vdrones) and libraries (everything available on github).
Update :
* port to Windows (chrome + Firefox) completed after the 48H , (before you have to enable D3D11 on chrome via chrome://flags )
* perf on Linux :
___* Linux + Chromium + nvidia GTX 660 ~ 60fps
___* Linux + Chromium + nvidia GT 9800 ~ 10fps
* I used this ludum dare to experiment and to collect info on a shader based on raymarching. every feedback (works, no works, configuration,...) are welcomes.
I think this might work better as a 3rd person game - I found it really hard to time the jumps and ducks without that sort of feedback. I only made it over the first jump once, in fact! Maybe just increasing the time you stay airborne/crouched for would make a difference?
I'm not sure why, but the frame rate was super-low on my laptop, and the move speed was maybe tied to the framerate? Anyway, I could jump, duck and dodge OK. Reminded me of the Star Wars Death Star Run game. :) Nice idea. Well done.
Minimalist but smooth graphics, nice runner game. The jump is a bit hard and maybe you could have ease it a bit (I really have to wait the object to be very near to jump it)
Nice and solid game. The minamalist art style makes things very readable. I was afraid that the weird depth perception would make jumps hard but they were surprisingly easy. Everything in the game works well but there isn't much there. Also, this is nit pick, it might just be because I've been playing Super Meat Boy but the continue screen got pretty annoying. I'd prefer it if you just respawned immediately.
On my computer the game is a bit slow, so it's not much fun to play and very hard. I watched your video and the game seems much better there. I'm not sure why the game is so slow, because the amount of objects on screen is rather small and the graphics are simplistic.
Comments19
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The jump is a bit hard and maybe you could have ease it a bit (I really have to wait the object to be very near to jump it)
~AlucardX60
About the distance, when to jump, I agree (I did a video). Since i made the game I also play to Mirror's Edge to compare.
@PIXEL^3 about the "immediate" respawne I also agree. I added it into my post-compo TODO list.