Everything's Fine by slaninas
One-button infinite runner.

Ratings
| Overall | 517th | 3⭐ | 21🧑⚖️ |
| Fun | 443th | 3⭐ | 21🧑⚖️ |
| Innovation | 615th | 2.053⭐ | 21🧑⚖️ |
| Theme | 535th | 3⭐ | 21🧑⚖️ |
| Graphics | 590th | 2.316⭐ | 21🧑⚖️ |
| Audio | 477th | 2.316⭐ | 21🧑⚖️ |
| Humor | 405th | 2.382⭐ | 19🧑⚖️ |
| Mood | 548th | 2.528⭐ | 20🧑⚖️ |
| Given | 28🗳️ | 3🗨️ |
As for the sloppiness, I'm not happy with the jumping, the intention was to make small jump when you press the button and larger jump when you hold the button but it feels more like a weird double jump, I wasn't able to get it better in time. Also, for reason unknown to me, the game runs at ~30 fps on Windows instead of 60.
Regarding the Rust, it was actually a challenge, I'm not a Rust expert and I wasn't creating any games for some time.
I wanted to sum the tools used but I was too tired when submitting so I will add at least here for those interested:
- OS: Ubuntu 20.04 LTS
- Editor: vim
- Language: rust
- Rust crates: winit and pixels for graphics, rustbitmap for pics loading, rodio for sounds
- Other tool: aseprite for graphics, sfxr to make some sounds, cross for Windows build
>the closest was a few years back when I did a platformer in C++ and SDL2, it worked on linux but the SDL was always crashing when starting on Windows so I didn’t even submit it
Please submit it anyway!
Keep in mind that according to the rules, you're allowed and even encouraged to port your game after the deadline.
>*Porting* (especially to Web or Windows) can happen *after* the initial 48 hours. The longer you wait though, the less time participants will have to play your game.
You can even fix some bugs, you just need to make sure that at least one version is done, and you can't add new features.
>Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players.
There's even a video on Youtube by @PolyMars where he ports his game to 5 different game consoles.
By the way, props for making your game using vim. _\/,/
I think the graphics were a bit unclear but it's always a massive undertaking to make your own engine, especially in 48 hours. Your first compo game was a lot more ambitious than my first.
Good job.
@matthewrobo Thanks! Indeed. I had really nice minimalist graphics but just in my head :) I wasn't happy with this version and I tried to use just lines instead of full squares (just top without left, right and bottom) and I thought it looks better but the collision detection was for square tiles and I didn't want to poke into that at the time anymore so I changed it back. Thinking about it now, it would probably be fine with the lines. This wasn't actually my first compo game but first submitted, finally, I think I tried like 4 times before without success (with different accounts) :D I actually had to cut a lot from my original rather ambitious idea to make it on time a I was left with just a bare basics.