
Cathode Way
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Cathode Way
No backstory here - best to just jump in and explore. Controls are as follows:
*Move:* WASD/Cursors
*Look:* Mouse
*Activate/Deactivate screen:* Left Mouse
*Run:* Shift
*Jump:* Space
*Activate Switch/Lift:* Up (W/Cursor Up)
*Flip Mouse Y:* F2
Known Issues
General issues with sticky colliders/platforms/physics
The lift has "character"
WebGL build sometimes has a delay on controls which makes the platforming sections terrible.
WebGL build has issues with mouse in fullscreen
Music crossfade doesn't quite work in WebGL
Desktop Builds
Win/Mac over at itch.io
Web Build
WebGL - probably slow and buggy (as usual). Give it a few minutes to load. Best in Chrome.
Video
YouTube - Contains spoilers!
The Blurb - slight spoilers here, read after playing
Tip: You can control the avatar from any screen, even if the avatar is on another screen. If you get lost, hold the opposite direction key until you re-appear.
This is our most ambitious game to-date, and as such is not finished. We had plans for a third and maybe fourth area(s), but alas time ran out.
The only assets we used were the Unity open source post-processing stack, the standard 2D and 3D character controllers (modified to suit, of course!), and a skybox from AllSky. All models, art, music and sound effects were created during the 72-hour Jam.
Thanks for playing!
Read the Postmortem
The Team
Carl Hughes: 3D models and animation, terrain, sound effects, additional code.
Shaun Reed: Music
Gareth Williams: Design, code, overworld map layout
Paul Yendley: 2D art and animation, 2D level design
No backstory here - best to just jump in and explore. Controls are as follows:
*Move:* WASD/Cursors
*Look:* Mouse
*Activate/Deactivate screen:* Left Mouse
*Run:* Shift
*Jump:* Space
*Activate Switch/Lift:* Up (W/Cursor Up)
*Flip Mouse Y:* F2
Known Issues
General issues with sticky colliders/platforms/physics
The lift has "character"
WebGL build sometimes has a delay on controls which makes the platforming sections terrible.
WebGL build has issues with mouse in fullscreen
Music crossfade doesn't quite work in WebGL
Desktop Builds
Win/Mac over at itch.io
Web Build
WebGL - probably slow and buggy (as usual). Give it a few minutes to load. Best in Chrome.
Video
YouTube - Contains spoilers!
The Blurb - slight spoilers here, read after playing
Tip: You can control the avatar from any screen, even if the avatar is on another screen. If you get lost, hold the opposite direction key until you re-appear.
This is our most ambitious game to-date, and as such is not finished. We had plans for a third and maybe fourth area(s), but alas time ran out.
The only assets we used were the Unity open source post-processing stack, the standard 2D and 3D character controllers (modified to suit, of course!), and a skybox from AllSky. All models, art, music and sound effects were created during the 72-hour Jam.
Thanks for playing!
Read the Postmortem
The Team
Carl Hughes: 3D models and animation, terrain, sound effects, additional code.
Shaun Reed: Music
Gareth Williams: Design, code, overworld map layout
Paul Yendley: 2D art and animation, 2D level design