
re:collect
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).
> In a world without sound, play as Recco, and gather lost
> records of music from a civilization long since past.
This is my second Game Jam, and my second game. Building off the lessons learned in my first jam, I wanted to try something new--in particular, something with sound composed by me. Like my last game, this one is still quite short...I need to work on that...
> These updates only apply to versions of the game hosted on my own website (https://www.caer.cc/app/ld58/); the version hosted here on Ludum Dare reflects the original version of the game as-of the 72nd hour of the Jam.
- Added an intro splash screen and loading screens (`Oct. 12`).
- Increased vision radius by 1 tile, increased pulse thickness by 1 tile, added obstacle occlusion to pulses, and updated wall tile color to contrast with the background (`Oct. 9`).
- Upgraded collision handling so that sprites can 'slide' along walls when only one axis is intersecting a wall/map edge (`Oct. 8`).
- Rust
- `aer` for generating color palettes.
- A _heavily_ modified version of my Layered engine from Ludum Dare #57, which was built on Macroquad
> records of music from a civilization long since past.
This is my second Game Jam, and my second game. Building off the lessons learned in my first jam, I wanted to try something new--in particular, something with sound composed by me. Like my last game, this one is still quite short...I need to work on that...
Updates
> These updates only apply to versions of the game hosted on my own website (https://www.caer.cc/app/ld58/); the version hosted here on Ludum Dare reflects the original version of the game as-of the 72nd hour of the Jam.
- Added an intro splash screen and loading screens (`Oct. 12`).
- Increased vision radius by 1 tile, increased pulse thickness by 1 tile, added obstacle occlusion to pulses, and updated wall tile color to contrast with the background (`Oct. 9`).
- Upgraded collision handling so that sprites can 'slide' along walls when only one axis is intersecting a wall/map edge (`Oct. 8`).
Made With
- Rust
- `aer` for generating color palettes.
- A _heavily_ modified version of my Layered engine from Ludum Dare #57, which was built on Macroquad