
Heat Death
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).
As a tiny robot, you are powered by a mysterious, unstable energy source. You can become more stable by double-jumping, dashing, and even ǵ̸̮l̸̖̓í̸̹ţ̵́c̴͍͝ḧ̵͔́ through walls! Pay close attention to your entropy meter though. Run out, and you'll be immobilized while your body recharges. Absorb too *much* entropy and destabilize into oblivion! Explore 23 reasonably action packed levels, with a dynamic soundtrack and a surprising amount of juicy, glitchy effects.
- WASD or Arrows: Move
- Space: Jump
- Left Shift: Dash
- Restart: R
Written in TypeScript and compiled to Lua using TypeScriptToLua and type definitions from love-typescript-definitions, we targeted LÖVE 2D. This let us rapidly iterate on a basic tile-based platforming engine and a simple state machine for the player. We implemented most of the movement ideas we came up with, but ended up scrapping grand plans for additional entities and challenges. We succeeded in including a terminal-themed narrator to not just introduce the player to the game, but to have witty and reactive commentary on the whole experience. For the time constraints, with one of us learning the language for the first time over the weekend, and another of us using the LÖVE 2D engine for the first time, we’re pretty happy with how this turned out.
Also, the framerate may be a little unstable if you’re on weaker hardware. (That includes two of the developers by the way.)
zeta0134 produced the music in Dn-FamiTracker, using the Namco 163 sound chip, for wavetable goodness. Sound effects were mostly produced via jsfxr, with a few odd public domain samples here and there. cromo provided background tiles, sprite art, and special visual effects (including the glitch and particle effects!), and Zach whipped up a flexible level loading system and a surprisingly capable story engine for the in-game terminal. Everyone pitched in with level designs, mechanical tweaks, and general coding bits. Good fun all around.
Controls (Keyboard):
- WASD or Arrows: Move
- Space: Jump
- Left Shift: Dash
- Restart: R
Development:
Written in TypeScript and compiled to Lua using TypeScriptToLua and type definitions from love-typescript-definitions, we targeted LÖVE 2D. This let us rapidly iterate on a basic tile-based platforming engine and a simple state machine for the player. We implemented most of the movement ideas we came up with, but ended up scrapping grand plans for additional entities and challenges. We succeeded in including a terminal-themed narrator to not just introduce the player to the game, but to have witty and reactive commentary on the whole experience. For the time constraints, with one of us learning the language for the first time over the weekend, and another of us using the LÖVE 2D engine for the first time, we’re pretty happy with how this turned out.
Also, the framerate may be a little unstable if you’re on weaker hardware. (That includes two of the developers by the way.)
zeta0134 produced the music in Dn-FamiTracker, using the Namco 163 sound chip, for wavetable goodness. Sound effects were mostly produced via jsfxr, with a few odd public domain samples here and there. cromo provided background tiles, sprite art, and special visual effects (including the glitch and particle effects!), and Zach whipped up a flexible level loading system and a surprisingly capable story engine for the in-game terminal. Everyone pitched in with level designs, mechanical tweaks, and general coding bits. Good fun all around.