ESCAPE is a 2.5D puzzle platformer in 13KB of HTML and JS (zipped) by @michalbe and myself. It's a short story about wildlife and nature on Earth after mankind leaves for good. You can play it right now in the browser on desktop and mobile.
In ESCAPE, you solve environmental puzzles as you progress through a misty world abandoned by people. We were inspired by games like @Playdead's INSIDE and movies like @bladerunner, and we tried to convey a sense of loneliness, remorse, and confusion.
ESCAPE fits into a 13KB Zip, but we built it using fully-featured tools. All our assets, props and scenes are built in Blender and imported into the game as GLTFs. They take up a large part of our size budget, leaving even less space for the engine code and game logic.
The fox mesh is rigged; we control 6 bone entities in the game to drive its animation. The tail is animated procedurally, its bones following the player with a small delay. Lastly, the leaf mesh doubles as a bird when it's animated in the background :)
There's a lot going on in the background of ESCAPE's scenes, but it's all rather subtle due to the dense fog. There's usually between 1 and 2 thousand entities in each scene, but modern browsers can handle them very well performance-wise.
We created ESCAPE using our custom engine, Goodluck. It features a performant ECS architecture, a WebGL2 renderer, and a selection of handy systems: AABB collisions, rigid body physics, animations, user input, movement, and more. Learn more at gdlck.com.
Two weeks ago over Easter I started working on a submission to the @Gamedevjs Jam. The theme was 'Raw,' and I wanted to create a processing pipeline simulator. This is how Super Simple Salad Simulator came to be. #gamedevjs
It's my hommage to The Incredible Machine from 1993, and also to the vegetable salad, sałatka jarzynowa in Polish. It's a springtime treat in Poland. The full list of ingredients includes potato, carrot, green pea, apple, pickled cucumber, onion, boiled egg, and mayonnaise.
When researching it for this project, I learned that the salad apparently started as a completely different recipe with many kinds of meats in it. Depending where you are, you may know it under the name of the French, the Italian, or the Russian salad. en.wikipedia.org/wiki/Olivier_s…
You Are The Snooze Button is a submission to Ludum Dare 50; the theme was 'Delay the inevitable.' I entered the Compo category, which meant the game had to be made solo, in less than 48 hours, and with original assets only.
It's August again which means @michalbe and I are taking part in @js13kGames! This year's theme is Space.
We're joining a week late with a new idea: a 2.5D puzzle platformer on Earth abandoned by humans and reclaimed by nature. #js13k
When the theme was announced over a week ago, we spent a few hours on Saturday and Sunday brainstorming game ideas. And to be frank, we didn't like any single one of them. They just didn't seem to click.
Most of them weren't even game ideas, just plays on words that could dub as game titles, but nothing more. There was RequiesCAT in Space (probably a game about an astronaut cat), Spaciba (probably a game about cosmonauts), Space Bar (probably a game about managing an inn?)...
The jam's only restriction is that the game must be playable in a web browser. It's a refreshing change from the size-constrained jams that I typically take part in. I'm not used to not having to worry about the code and assets size.
I managed to get simple 3D physics working in the prototype for my WebXR game for #js13k. Best part is, I'm not using any extra libs! It's all vanilla JS, clocking in at 9 KB right now. The hand mesh alone is 3 KB so I'm sure there's plenty room for optimization, too.
More #js13k progress! I added toon shading, a few textures, and replaced the hand mesh with a paw which has fewer vertices. This is now still around 9 KB zipped!
Have you ever wanted to be a Godzilla wreaking havoc in a city?
I added rooftops to each building type and a road texture, but really, this tweet is about the fire breath.
Part 2 of this experiment starts right now! Today, I plan to implement projectile, wall and pickup collisions. I'll generate the terrain procedurally, and I'll add a simple UI.
With this set of features, I want to build an MVP version of the game: loading a map, advancing through it, killing enemies and picking up items, and finally finding the exit.
The idea behind this milestone is twofold:
1. Test and evaluate the core gameplay loop. Show it to other users and gather early feedback.
2. (If this was a compo game) Have something that can be submitted at any time, in case I can't finish the game for any reason.