Steam-Machine Survival by Ivan Garcia Filho 2022-10-04T16:55:03Z
Simple, but enjoyable, hit detection feels a bit off and more enemy variety would be awesome. Loved the visual and sound effects!
Foon → Ludum Dare Explorer → Users → YakovDavis
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Echo | jam | 26 | 4.26 | 4.22 | 4.34 | 4.60 | 3.98 | 3.87 | 3.04 | 3.85 |
| 2025 | 57 | Depths | 👥 | Heart | jam | 379 | 3.63 | 3.30 | 3.65 | 4.32 | 4.23 | 3.70 | 4.00 | |
| 2024 | 56 | Tiny Creatures | 👥 | Spider-Meow | jam | 417 | 3.66 | 3.28 | 3.31 | 3.59 | 3.92 | 3.10 | 3.64 | |
| 2024 | 55 | Summoning | 👥 | Hellmouth Pizza | jam | 483 | 3.65 | 3.41 | 3.40 | 3.35 | 4.55 | 4.05 | 3.92 | 3.85 |
| 2023 | 54 | Limited Space | 👥 | Mousey Rise | jam | 727 | 3.40 | 3.00 | 3.48 | 3.98 | 4.14 | 3.48 | 2.68 | 3.41 |
| 2022 | 51 | Every 10 seconds | 👥 | ENDOOR | jam | 589 | 3.50 | 3.35 | 3.17 | 3.97 | 3.57 | 3.15 | 3.52 |
Simple, but enjoyable, hit detection feels a bit off and more enemy variety would be awesome. Loved the visual and sound effects!
I am absolutely blown away! Fantastic job!
Very cool idea!
Awesome game, love the idea, the special effects, the sound design, soo fun!
Great game! I absolutely lost it when a giant explosion chain tanked my framerate and the explosion sound started clipping, 10/10 in humor just for that! On a serious note, this is very good, I like the sounds, the graphics, the feel. Great job!
Hi, @chromaphase, you can only interact with things that need repair, so if the object has a green circle indicating time remaining, then you can interact with it. The first thing breaks 10 seconds in. Hope that helps!
Cool game, I really like the relaxing nature of it. Maximized my island for profit like a true capitalist :D
Too scary
The game looks amazing and a little spooky, the vfx are very cool and punchy. But the game sorely lacks a losing condition, the stakes are just too low and you basically win no matter what. But I still enjoyed it, it has great potential!
Cool game, although not very challenging, also I managed to defeat the castle with an army of power 4, not sure if that's intended XD
Very cool to observe the creatures once you have a sizable ecosystem, I liked it! I also really liked the squiggler animations :D
The voiceovers were very funny :grin:
I enjoyed the game a lot, the movement is quite fluid and the trick system while very simple doesn't get old in the time it takes to complete the game
The only annoyance I have is how the hawk comes to a complete stop if he hits he's head on a platform
Now I am waiting for Tiny Hawk 2 eh? Sorry, I had to, the internet ruined the word hawk for me :sweat_smile:
Thank you everyone for leaving such nice comments, we appreciate it very much <3
For those who are interested we pushed out a second post-jam version (*SpiderPlatformer-postjam-v2.zip*) which fixes some very annoying bugs and oversights as well as making some levels easier. Please make sure to only rate the jam version though!
Probably the most fun game I've played so far on this jam, great job! The concept is very cool and the execution is super solid!
Very funny, I especially liked the Yones' reaction to the skip button :D The visuals fit the vibe perfectly Got stuck on the third (?) level at the gate that required more keys but I couldn't find any more on the level.
I liked it, completed all the levels. Definitely dig the style! But judging the distance of the signal spread was sometimes pretty hard, made more frustrating by the need to restart after 3 attempts, I feel like this restriction is not necessary. Great job though, I enjoyed my time!
@zer0nim hi, thanks for playing our game!
From the gameplay logic point of view we sort of cheat and just perform a raycast from the cached wave source position to the torch once the wave circle reaches the torch, which is not ideal but works for most situations.
From the visualization point of view we use a shadow mask texture that is generated by rendering quads on top of shadow casting objects with a special vertex shader that moves vertices with a non zero z coordinate far away from the light point, the idea I got from this great post https://forum.gamemaker.io/index.php?threads/ultra-fast-2d-dynamic-lighting-system.80742/
Additionally our shadow mask also includes a second channel to store "color" information to make the colored glass visualization work.
Besides that it's basically just a matter of maintaining different vertex buffers for static and dynamic parts of the level as well as colored glass and updating them as necessary and when waves get emitted a shadow mask is rendered from their point of view and stored for rendering (also updated as needed, for example in response to doors opening and closing).
This system is used to render both waves and the player's light glow.