re:collect
> 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
Tools: Rust


Comments21
I think my only feedback would be to have the movement glide along the walls, I tend to get caught against the friction of a wall and then have to lift and tap again. Overall well done, especially for a second game jam!
@wouter52 : This version of the game doesn't have an ending, so it's just exploring and listening--for now! I've learned a lot from this jam and my last one, though, and I'm thinking of transforming this submission into an actual game (as daunting as that feels...).
@rosypenguin @anthony-katona : Thank you for the feedback on the wall sliding--that wasn't a mechanic that occurred to me at all. I just published an update that adds sliding to the version of the game hosted on my own website (https://www.caer.cc/app/ld58/).
Thank you all agin for the amazing feedback. :heart:
Also, not sure if there was a definitive end or not but I think I only got either 4 or 5 parts of the track. Were there more?
I liked a lot here! The soundscape you made really came together. I love the way the sound layer incrementally come in to build to a majestic whole.