@danilo-freire I would love to include more build options. Mac is a bit problematic because although I recently found a nice [cross-compiler project](https://github.com/tpoechtrager/osxcross) I still have no single apple device to test the code on. I'm currently working on a WebGL build via [Emscripten](https://github.com/emscripten-core/emscripten) but for that I have to manually compile all dependencies to webassembly, modify the main loop and set lots of strange compiler and linker flags. I tried it a week before this Ludum Dare but gave up after I was greeted by a grey screen with no error messages. I still would love to have a WebGL build, but man, I didn't think it would be that much work :smile:
@zimennik Thank you! :heart:
@hcursino First of all, thank you for playing our game and letting me know your thoughts :slight_smile: maybe I can clear up some of the inconsistencies you experienced. - The name of the executable comes from that my engine on which the game runs is called "RawSalmonEngine". If you'd swap the data folder with other valid game files, you could play a Zelda clone for example without a single modification to the Salmon executable. - The (run) animation has its quirks because I coupled it with the movement speed to avoid the "spinning tires" problem when accelerating. I originally wanted to include a clean run->idle transition animation but that was cut in the development because we had to prioritize other more important stuff. - We also experimented with hitboxes cleanly matching all animation frames but because the map has its narrow locations and our character makes relatively big steps you could get stuck at a couple of places. So that unfortunately was pretty buggy and we then just matched up the hitbox with the idle position of the character for greater consistency and bug-free-ness. - Usually visibility problems stem from broken fullscreen or not having 1920x1080 resolution. But we intentionally included some "leaps of faith" in the game. Jeah, that drop position of the first map is a bit mean. If you sneak to the lowest point you can catch a glimpse of the patrolling monster and time your jump accordingly. We tried to get this "suspense feel" because after all it's a horror themed game, but it seems this comes at a cost (of occasional player frustration). - The unnusal attack button stems from our original gameplay concept. I responded to that same question a bit more up in the comments. - On that bug. I would love to see that one in the wild and squash it. What a pity my Logger isn't implemented yet so I unfortunately can't debug that problem remotely :slight_frown:
Again we really appreciate you feedback. When we maybe develop a post-jam version we now know on which bugs and quirks to work on :smile_cat: