
Reflex Redeemer
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).
>>>> Play on itch.io! <<<<
Deliver lost souls to redemption at seraphic speed! A fast-paced first-person action game inspired by Neon White and Sonic Adventure 2. Features 18 levels, original heavy metal BGM, and an in-game timer that saves your best times per level.
- Look: Mouse
- Jump: Space
- Dash: Left click
- Pause: Tab
- Restart level: Tab, then click the [Restart] button
If you want to reset your save data, hold [Backspace] on the level select screen for 6 seconds. A message will appear indicating that the data has been reset. Refresh the page and the game should run as if it were the first time.
Wondering what a "perfect" time is? It means you were within 3 seconds (or better) than my personal best for that level.
- Sometimes the camera will randomly jerk in a direction shortly after starting a level or unpausing. This is a WebGL-only quirk and I haven't been able to find a consistent solution for it. If it's really bothering you, you can download a PC version of the game on the itch.io page, where the bug doesn't happen.
- Framerate gets a little crunchy on levels that have a lot of mines. I might address this in a hotfix.
- Fixed an issue where Abandoned Soul: Parallax was unplayable due to the UI not appearing
- Fixed an issue where the dashing sound would sometime start playing before the level started in WebGL builds
- Added a workaround for the low-pass filter effect that wasn't working in WebGL builds
#### Tools used
- Unity 2022.2.17 (engine)
- (this was the worst version of Unity I've used in a long time. I don't know if it was the combination of packages I was using or what, but the editor would constantly spit out null refs, lag on displaying updates to the inspector, take 30+ seconds to recompile/enter play mode... I probably lost 2+ hours of time all things considered.)
- ProBuilder (3D modeling and level design)
- Visual Studio Code (coding)
- Cubase Artist 12 (music)
- Bfxr (like, one sound effect)
- Audacity (audio editing)
- Photoshop CC 2019 (texture editing)
#### External Assets
Some of the textures are from the Tiny Texture Pack by Screaming Brain Studio, which I paid for. Aside from that, everything was made from scratch specifically for the game, the only exception being the credits music, which is an original composition I made in the past.
Deliver lost souls to redemption at seraphic speed! A fast-paced first-person action game inspired by Neon White and Sonic Adventure 2. Features 18 levels, original heavy metal BGM, and an in-game timer that saves your best times per level.
Controls (also explained in game)
- Movement: WASD- Look: Mouse
- Jump: Space
- Dash: Left click
- Pause: Tab
- Restart level: Tab, then click the [Restart] button
If you want to reset your save data, hold [Backspace] on the level select screen for 6 seconds. A message will appear indicating that the data has been reset. Refresh the page and the game should run as if it were the first time.
Wondering what a "perfect" time is? It means you were within 3 seconds (or better) than my personal best for that level.
Credits
This game was almost entirely a solo endeavor by me (Mediflect), but Hydezeke (@hydezeke) was kind enough to do some foley for the sound effects!Known Bugs
- The level textures look weird/glitchy when playing in the browser on a Macbook Pro. I have no idea what's causing this; probably some WebGL jank. Try downloading the PC build (which should work on Windows/Mac/Linux) and see if that fixes the issue.- Sometimes the camera will randomly jerk in a direction shortly after starting a level or unpausing. This is a WebGL-only quirk and I haven't been able to find a consistent solution for it. If it's really bothering you, you can download a PC version of the game on the itch.io page, where the bug doesn't happen.
- Framerate gets a little crunchy on levels that have a lot of mines. I might address this in a hotfix.
Post-jam Hotfixes
- Switched the pause button from [Esc] to [Tab] to avoid a conflict with fullscreen in the browser- Fixed an issue where Abandoned Soul: Parallax was unplayable due to the UI not appearing
- Fixed an issue where the dashing sound would sometime start playing before the level started in WebGL builds
- Added a workaround for the low-pass filter effect that wasn't working in WebGL builds
#### Tools used
- Unity 2022.2.17 (engine)
- (this was the worst version of Unity I've used in a long time. I don't know if it was the combination of packages I was using or what, but the editor would constantly spit out null refs, lag on displaying updates to the inspector, take 30+ seconds to recompile/enter play mode... I probably lost 2+ hours of time all things considered.)
- ProBuilder (3D modeling and level design)
- Visual Studio Code (coding)
- Cubase Artist 12 (music)
- Bfxr (like, one sound effect)
- Audacity (audio editing)
- Photoshop CC 2019 (texture editing)
#### External Assets
Some of the textures are from the Tiny Texture Pack by Screaming Brain Studio, which I paid for. Aside from that, everything was made from scratch specifically for the game, the only exception being the credits music, which is an original composition I made in the past.