Submission for Bevy Jam #1.

Destroy as many robotic drones as you can. Though you have limited health, the enemy's unlimited resources deepen their unfair advantage.

  • Press TAB to toggle menu
  • Primary Fire: Left click
  • Secondary Fire: Right click
  • W/S/A/D to move (customizable)
  • Shift to sprint (customizable)

In the web (wasm) version, there may be audio artifacts when the game first loads. After a bit, the audio should return to normal.

Preferences for optimizing performance are available before starting the game.

  • High Resolution Textures
  • Light Shafts
  • Dynamic Shadows
  • Potato mode (mostly, uses significantly simplified shaders, use this in combination with other options for maximum performance)

For better performance, use a native build rather than the web version.

With the exception of a few image textures, all assets were created from scratch for, and after the start of the game jam. (Music, sound fx, game level, models, etc...)

The image textures were originally from https://texture.ninja/ before being altered/processed. 

https://github.com/DGriffin91/BevyJam2022

Collaboratively made by @DGriffin91 and @tqwewe

Share screenshots of high scores in the comments!

Download

Download
linux-Confluence-of-Futility-0.12.zip 36 MB
Download
macos-Confluence-of-Futility-0.12.dmg 35 MB
Download
windows-Confluence-of-Futility-0.12.zip 32 MB

Comments

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(1 edit)

Very cool, just found this after having played subfuse, managed to score a 25900 | level 9
Very smooth shooting mechanics!

Thanks! Nice 25900 | level 9 is a solid score!

Amazing lighting!

(+1)

Thank you! I baked the light maps using blender cycles.

Very nice design, but in WebGL the sound buffers now well, leading to stuttering hissing music, even when all fx off.

I noticed that too. After about 30-40s the issue seemed to go away, at least on my computer. I'll definitely need to investigate. In your case does the stuttering continue after an extended period?

Not really, only when I look into a corner so the framerate rises. Seems to be directly linked to the framerate, audio buffer update on frame event. You maybe can increase the audio buffer size (That was unity ?), or if you want to go through the troubles of platform-dependent branching, in WebGL you can always use HTML5 sounds directly. For instance myaudio.play() starts a sound, once it's loaded, and restarts it if it ended, but is ignored when it's already playing. There's zero buffer complications, as the sound is managed by the browser directly.