
Our Last Chance
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
A fighter rogue-lite game.
You are humanity's last chance. It's 2040, and an unexpected tide of global warming has annihilated almost all of humanity. Humanity's final plan is to reduce you, a martyr, into the smallest possible thing in the universe, causing a blackhole that swallows everyone but you. To fix all of humanity's mistakes, you'll need to start from absolutely nothing: the beginning of the universe, to avert this terrible fate.
Post-Submission Changelog:
- Ported a web version.
- Fixed an issue where enemies and the player would spawn incorrectly due to a script execution order issue between the editor and compiled versions... (Thanks Unity, a nice heart attack 30 minutes before submission). The solution was (unfortunately...) spammed GetComponent() in places where the associated fields weren't populated yet.
- Fixed an issue where sounds would be clipping and have weird artifacts in the WebGL build. The solution was converting all WAV files from 32-bit to 16-bit.
- Fixed an issue where enemy weapons were incorrectly scaled. A boss enemy running at you with a sword the size of a peanut and collider too big to actually hit you is amusing, but very much makes the fight zero challenge.
- Fixed the volumes of all sound effects in the game. The sound effects were barely audible.
You are humanity's last chance. It's 2040, and an unexpected tide of global warming has annihilated almost all of humanity. Humanity's final plan is to reduce you, a martyr, into the smallest possible thing in the universe, causing a blackhole that swallows everyone but you. To fix all of humanity's mistakes, you'll need to start from absolutely nothing: the beginning of the universe, to avert this terrible fate.
Post-Submission Changelog:
- Ported a web version.
- Fixed an issue where enemies and the player would spawn incorrectly due to a script execution order issue between the editor and compiled versions... (Thanks Unity, a nice heart attack 30 minutes before submission). The solution was (unfortunately...) spammed GetComponent() in places where the associated fields weren't populated yet.
- Fixed an issue where sounds would be clipping and have weird artifacts in the WebGL build. The solution was converting all WAV files from 32-bit to 16-bit.
- Fixed an issue where enemy weapons were incorrectly scaled. A boss enemy running at you with a sword the size of a peanut and collider too big to actually hit you is amusing, but very much makes the fight zero challenge.
- Fixed the volumes of all sound effects in the game. The sound effects were barely audible.