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- Favour (That Time I got Reincarnated as an Archmage) Feedback Rollup
by EmergencemoryFavour (That Time I got Reincarnated as an Archmage) Feedback Rollup
Context
Favour was built as a browser-based, asynchronous turn-based MMO for a game jam with 717 entries. The 23 ratings and 6 comments provided useful insight into how players experienced the game.
The project aimed to combine:
- Time-based turn accumulation
- Persistent multiplayer domains
- Hex-based exploration
- Wave-based deterministic combat
This scope significantly exceeded that of a typical jam project, with work on a backed server and database interface absorbing the majority of the time allotted.
Results Summary
Despite strong ambition, the game ranked in the lower half across most categories:
- Innovation: Highest ranked at 2.522 (#247). Players recognized the concept but rarely experienced its depth
- Audio: Second highest at 2.478 (#298). Assuming this was dragged down by the other scores since it only got positive feedback.
- Gameplay: 2.61 (#344). Learning curve prevented meaningful engagement
- Overall: 2.348 (#365). Scores clustered around 2–3 stars
- Theme Interpretation: 2.043 (#408). Core combat mechanics were often missed
Ratings included 8% 5 stars, 5.8% 4 stars, 28.3% 3 stars, 28.3% 2 stars, and 29.7% 1 star. This was a significant downward deviation compared to games submitted to previous jams.
What Worked
1. Core Concept
Players consistently noted that an asynchronous turn-based MMO is a compelling and underexplored idea.2. Technical Achievement
Account systems, persistence, multiplayer state, and deterministic combat all functioned reliably due to the backend server and database work.3. Depth for Engaged Players
Players who invested time recognized the strategic depth, especially the wave-based combat and domain expansion mechanics.
What Didn’t Work
1. Onboarding Was Insufficient
The most common feedback was simple:“I don’t understand how to play.”
Many players:
- Failed to reach combat
- Missed the wave-based mechanics entirely
- Required external tutorials
This single issue explains most low scores. The in-game tutorial was supplemented with a video walk-through after the initial feedback, but it didn’t make up the difference.
2. UI Density Too Early
Too many systems were visible before players understood their purpose, leading to cognitive overload.
3. Theme Expression Was Delayed
The jam theme (wave-based combat) was mechanically central but poorly surfaced early, causing low theme interpretation scores.
Key Takeaway
A complex MMO must first be a simple game.
Innovation, depth, and persistence only matter if players can reach them quickly.
Next Steps
Future development will prioritize:
- In-world onboarding
- No menus-first experience
- Teach by action, not text
- Progressive system unlocks
- Hide advanced mechanics until relevant
- Early combat exposure
- Ensure all players experience wave-based battles within minutes
- Reduced initial friction
- Temporary accounts
- Optional usernames
- No blocking setup steps
Final Reflection
Favour validated the concept but exposed the cost of presenting an experimental concept without onboarding. Strategic depth is meaningless if players never reach it. I’ll take a look at some modern Turn based strategy games such as Civ 6 and AoW 4 to see how to successfully retain a player long enough for them to enjoy a complex game.
- Perfect Arc Milestone Update: Visuals, Bots, and More
by EmergencemoryPerfect Arc — Major Update Now Live
This update focuses on polish, clarity, and making every match feel alive.
From smarter AI to a rebuilt objective and major performance gains, Perfect Arc now plays faster, cleaner, and more intuitively across devices.Here’s what’s new.
Polished UI & Input-Aware Controls
The interface has been fully rebuilt with usability in mind.
- Button placement adapts automatically to mouse/keyboard, controller, or touchscreen
- Menus are cleaner, faster, and easier to navigate mid-match
- Mobile and desktop now feel equally intentional

Human-Like Bots & Smarter Crew AI
AI behavior has been significantly upgraded.
- Bots navigate terrain more naturally using improved pathfinding
- Crew members act with clearer intent during combat and movement
- Enemies feel reactive, aggressive, and much closer to human opponents

New Objective: Steal & Extract
Objectives now demand risk and timing.
- Steal the objective from hostile vermin/alien forces
- Carry it across the map while under pressure
- Deliver it safely to the goal to score
This change adds tension, counterplay, and real decision-making to every match.

Performance & Visual Improvements
Performance has been heavily optimized, especially for web and mobile play.
- GPU-heavy particles and lighting reworked or removed
- VFX now auto-scale based on performance
- Customizable visual effects for players who want more control
The result: smoother gameplay with no visual clutter.

Improved Combat Feedback
Combat now looks and feels more impactful.
- Enhanced gunfire, lighting flashes, debris, smoke, and melee effects
- Clearer visual feedback during high-intensity encounters
- Better readability in chaotic fights

Streamlined Onboarding & Tutorial
First-time players get straight into the action.
- New players drop directly into gameplay
- Tutorial elements appear naturally during play
- No menus, no setup — learn by doing

Core Features (Still Here, Still Expanding)
- Walking warships with fully customizable layouts
- Persistent crew members that level up over time
- Assign roles: Cannoneer, Skirmisher, Front Line
- Customize equipment and personalize crew members
- Assign units to boarding parties
- Online multiplayer (up to 4 players)
- 1-click Quickstart
- Lobby Browser
- Public or private matches with bots
This update brings Perfect Arc closer to the experience it’s always aimed to be:
fast to enter, deep to master, and alive every time you play.
- Nuke n’ Rally Milestone Update: Multiplayer and moreby Emergencemory
v0.03 Major Update
This update marks the first big step toward the full vision for Nuke ’n Rally. Multiplayer is now stable, AI has been rebuilt, and the game runs noticeably smoother across devices and browsers. These systems form the foundation for everything coming next.
https://youtu.be/SrZFdsuDfXk?si=39k_fq9nSahcdoax
Custom Lobbies: Name your room, set privacy, and adjust host settings. Multiplayer (Up to 4 Players)
Online play is now fully functional. You can join friends directly or enter a fast session with no setup required.
- Lobby Browser: View active sessions and join immediately.
- Quick Match: Automatically creates or joins a suitable game.
- Custom Lobbies: Name your room, set privacy, and adjust host settings.
The full multiplayer loop is now in place, from match creation to results.

Lobby Browser: View active sessions and join immediately. AI Rebuild
AI drivers have been reworked to understand the world they’re racing through.
- They adapt to the endlessly generated terrain.
- They can navigate tracks, chase objectives, and stay competitive throughout the run.
- Their behavior scales correctly with the pace of the match.
This system replaces the old scripted movement and lays the groundwork for future modes.

Touchscreen & Mobile Improvements
The mobile experience has received a significant quality-of-life update.
- Automatic detection of touch-enabled devices.
- Full multitouch support, including pinch-to-zoom.
- A redesigned virtual steering joystick that responds more precisely.
Gameplay on phones and tablets is now far more usable and consistent.

Bug Fixes & Stability
Several issues affecting sessions and progression have been addressed.
- Multiple crash conditions resolved.
- Objectives, pickups, and win conditions now synchronize correctly in multiplayer.
- WebRTC connection handling is more reliable.
These fixes directly improve match stability and reduce mid-game disconnects.

Performance Upgrades
Web and desktop builds both received targeted performance work.
- Heavy GPU-based particles and lighting systems were replaced for better browser compatibility.
- Startup now precompiles assets where possible, reducing runtime stutter.
- General CPU load during races has decreased.
Players should see smoother framerates across the board, especially in web builds.
Tutorial
A lightweight tutorial is now available to introduce the core mechanics at your own pace, without rushing the player into a full race.

- Perfect Arc: Brackeys Game Jam Entry
by EmergencemoryPostmortem & Feedback Wrap-Up: Perfect Arc
Over the past two weeks I launched Perfect Arc, a 4-player multiplayer jam game featuring walking warships, crew combat, and chaotic boarding action. It was ambitious for a 7-day jam (Brackeys 2025.2 Game Jam) — maybe too ambitious — but it gave me a chance to test a lot of the multiplayer systems and design ideas that I’ll be using in my main project.
Capabilities This Jam Brought Forward
- Peer-to-peer multiplayer via WebRTC → now proven in a real game environment.
- Matchmaking & lobby systems → learned what’s needed to keep players connected (and where VPNs break things).
- Shipbuilding & crew management UI → the foundation for more complex persistence/progression later.
- Animation & control syncing → feedback showed players really noticed the smoothness, which is a huge win for networking experiments.
- Characters on Moving Vehicles → good proof of concept for individual characters to act independently while on larger moving vehicles.
These are all tech pillars I’ll be refining and carrying into the main game.
Feedback Highlights
Players left over 20 thoughtful comments, and the main themes were:
What worked
- Smooth animations and detailed ship movement impressed a lot of players.
- Multiplayer actually worked (for many!), which surprised and delighted people.
- The concept stood out as unusual, ambitious, and fun to watch even when confusing.
- Naming crew was mentioned as adding personality and investment.
What didn’t
- Tutorial & onboarding were overwhelming — too much to learn at once.
- Multiplayer-only hurt adoption — without bots, it was hard to guarantee matches.
- Cannon toggling felt clunky (players suggested number keys or direct selection).
- Controls & language settings confused some players.
Suggestions
- Add bot AI so players can practice while waiting.
- Improve tutorial flow, break up learning into smaller steps.
- Add direct cannon hotkeys.
- Lean further into customization — more layouts, personalities, and visual tweaks.
- Consider adapting to an .io-style persistent multiplayer model.
Networking Takeaways
One of the biggest lessons from Perfect Arc is the difference between peer-to-peer hosting and dedicated servers. Right now, matches are hosted by one of the connected peers. That makes it lightweight and jam-friendly, but also more susceptible to unexpected interruptions — for example, if the host minimizes their window, switches tabs, or their connection hiccups, the experience for everyone else can be affected.
In contrast, many .io-style games use a dedicated server model (client-server over WebSockets). That approach is heavier to deploy and maintain but can provide more consistent performance and fairness across players. Perfect Arc isn’t structured that way — WebRTC is a different beast — but the experiment highlighted what a future project could gain by moving toward that architecture.
Matchmaking in general seems to be a less effective way to get players into a match quickly on projects of this scale. Where it shines is a game like Destiny 2, with many players playing simultaneously. For a smaller project, a quickstart option should probably just join the first server with open slots or create a new one, and a more in depth options should include bringing up a server browser, choosing settings when creating matches, and gathering players in a lobby before beginning the match.
What’s Next
Based on this, the next steps for Perfect Arc (and the systems it shares with the main project) are:
- Add bots/AI to make matches possible anytime.
- Rework tutorial into bite-sized onboarding.
- Implement cannon hotkeys and refine ship controls.
- Look into relay servers for when VPNs block peer-to-peer.
- Bring Webrtc to Raid in Abyss and Nuke n’ Rally projects
Thanks
Huge thanks to everyone who played, commented, and even tried matchmaking with me live. Your feedback is helping shape not only Perfect Arc, but also the much larger project it feeds into.
Stay tuned — I’ll be posting updates as I fold these lessons into the main game!
- Nuke n’ Rally (formerly Rally Eternal) Feedback
by EmergencemoryNuke n’ Rally (formerly Rally Eternal) Feedback
Results
Criteria Rank Score* Raw Score
Audio #3912 2.775 2.775
Enjoyment #4376 2.800 2.800
Creativity #4419 3.150 3.150
Artwork #5294 2.675 2.675
Narrative #5538 2.025 2.025
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Rating Distribution
5 star 9%
4 star 15.5%
3 star 29%
2 star 28%
1 star 18.5%
https://www.twitch.tv/jeremydangles_ – played on stream
This dude is streaming it too https://www.youtube.com/live/aK3gyBbbQYE?feature=shared – played on stream
A very cool and feature-rich game. It’s like a bastard child of Doom Eternal, PUBG and Car racing. I like the concept and loads of features. I can certainly see a lot of effort being put in the game.
However, I want to point out one critical thing:
1/ Polish: The game lacks a lot of polish in every way possible, which is something you should think about.
An advice I would like to give is, 1 day of making the game and 2 days of polish.
2/ The goals, or the score, aren’t tied to each other.
For example, the two systems in the game, the killing cars for point and racing to the circle. They have no interconnection with each other, which trivialize the other when a person only wanted to play a certain way and not the others.
Overall, a very fun concept and idea. 6/10
Ideas: 9/10
-Fun: 9/10
-Potential: 9/10
(Unique: 10/10)
Excution: 3/10
-Game Feel / Polish: 2/10
-Game Flow / Difficulty: 4/10

Absolutely loved the style of this, the retro vibes of the car and music really brought it together in a really cool way! Obviously some stuff to polish up after the jam period hopefully, like the dialogue tip box, but that’s a total jam nitpick. Really enjoyed it! (especially since we shared camera perspectives after all!)
Well done on your game! Not sure if you were aware but it doesnt run on Firefox for me. Edge worked but was still very laggy. I got 7 score, but didnt want to try for more due to the lag.
I like the concept and its crazy how many features are in there (control rebinding, leaderboards, procedural(?) map etc). The game lacks some feedback when you perform actions. There is no feedback when you take a hit, or grab a powerup, and I didnt really see what or where I was shooting. The UI also gives a bit of information overload.On a more positive note, I like the aestetic, and even though audio gets a bit repetetive, it works well for the game, great job!
Yeah I figured it out, the game not running turned out to be an issue on my end, and your game happened to be the first one where I got the issue!
Unique idea and fun game! : ) In a multiplayer it’d be complete madness! But the AIs are well made too so it was fun, I’m Alex on the scoreboard! Beat me!
https://www.twitch.tv/tangledupgames – played on stream
It was difficult for me at the beggining because am not used to this kind of games. However I really enjoyed the game and liked the art work!
Sorry this one https://www.twitch.tv/ladyakary – played on stream
Ah, I was going for my record and the game just froze after picking up gasoline. It’s fun tho.
Dunno if this console error is related or useful, but I’ll send it just in case:
ERROR: FATAL: Index p_index = 1 is out of bounds (size() = 1). index.js:474:18 at: get (./core/templates/cowdata.h:219)
I love the drifting mechanics, feels so smooth. I barely uses the gun because I can’t see the impact that it does to another cars. Overall, very nice game and art style!
https://www.twitch.tv/videos/2531750556 for around 3hr47min to 4hr2minGood game, I really liked the color customization panel you added. Great submission 🙌
Fun game! Quite a lot of small nice touches and quality of life. If I had some feedback, maybe the camera should be more zoomed out? I basically spend my time looking at the minimap haha. But other than that great concept and fun game, nice work!
Ohhhhhh, I feel dumb x) it probably was written somewhere as well – Edit : Well right there on the main menu xD
I really liked the hex map – made me think of an old Avalon Hill board game vibe! Had some slowing down at times but wasn’t sure why
This was fun, i love the vibes and the art style and the car controls are super solid! Unfortunately it ran a little slow for me but i can see the potential, there’s always space for one more car combat game 🙂 Good job!
I really loved this! Such an unique artstyle and vibe of the game!
The concept is cool and really fun!
I really liked driving the car around and shooting the others, the only problem is that I got stuck and couldn’t get out 😛
No 😛
I went into some kind of rat-hole on accident.
I think I got knocked in there. So my car was facing a wall from both ways and it was too tight to steer to the side.
Loved the mix of rally driving and looping—making donuts to rewrite your own path was a blast! The retro visuals and punchy soundtrack nailed the nostalgia. A heads-up on the zoom controls would help newcomers, but once I found it, the flow was smooth. Felt like a high-octane arcade throwback!
The aesthetics are super nostalgic. 😀 The game lagged quite a bit for me, but I managed. I’d definitely advise allowing the player to zoom out a bit, as it’s a bit difficult to keep up high speeds and not crash into something. And maybe don’t allow AIs to have the same color as the player.
Damn, how could I have missed that? Maybe my window lost focus or something. Thanks for the reply! 😀
Fun!
If you use the “minimap” as your main screen and the main screen as a minimap, the driving gets way easier.The car mechanics remind me of Project Zomboid. Love the retro feel and the music!
A very chaotic but pretty fun game. I like the car movement!
The rally driving with guns mechanic is a lot of fun and the early PC aesthetic is charming. The handbrake and terrain interactions add great depth to the gameplay. The loop concept is clever, especially how you can make donuts to create your own loops. I did notice some performance hiccups after restarting, but overall it’s a solid experience with good potential.
In my game i also use GPU particles and it seems to slow down the game a tiny bit too, i think you could either lessen the amount of gpu particle nodes or opt for two different nodes one for web and one for exe’s
either way it was a fun game. Good Job 😀This was reaalllyy cool. The controls didn’t bother me at all. I love the early PC game aesthetic!
- GMTK 2025 Game Jam: Rally Eternalby Emergencemory

GMTK 2025 Game Jam: Rally Eternal
https://itch.io/jam/gmtk-2025/rate/3782767
We would love for you to try this! Developed in 4 days, a Death-Rally inspired racing shoot-em-up incorporates leaderboards, time-attack, and a banger soundtrack by Smthngclvr (https://youtube.com/@smthngclvr?feature=shared)
The goal was to work out how to bring a satisfying vehicle experience over to our main project prototype, and feedback on the handbrake/drifting mechanics has been very encouraging so far!
- Pivoting back to the main thread
by EmergencemoryFinal update (for now) is live for Raid the Abyss!
Following some great feedback from Ludum Dare 57, we’ve rolled out a last patch with:
Balance adjustments Bugfixes QoL settings Touchscreen support (mobile-friendly!)We’re shifting gears back to prototype asset development on our main project—but Raid the Abyss has potential and an ambitious dev roadmap. Whether it stays a side project or becomes a higher priority depends on interest.
If the concept sparks your creativity and you’re interested in contributing, reach out. We’d love to hear from you.
Play the latest build (still free & open source):
https://staticleapstudios.itch.io/raid-the-abyssFeedback Cliffnotes:
Metrics
Advanced data on this game
Karma from Feedback given:38
Ratings given:36.125
Ratings received:30.5
Classic Balance:110.6606 *
Smart Balance:3.8925 *
- Nice game with interesting stylization and fine sound effects.
- I did found the combat system to be somewhat confusing and the AI’s weren’t doing much of anything so I mostly got use from them when my current character died. I made it to Wave 3, it got better once I started using shield a bit more.
- Good job!
- Cool stuff!
- the audio-visual aspect is very high quality.
- Unique style, the retro aesthetic.
- All the sprites, animations. ui and menu illustrations are really good, especially for a jam game, and the audio pairs well (though besides the really good main menu music, I missed the soundtrack in the actual gameplay)
- The movement and combat felt a little clunky to me, especially using the shield, which felt very inconsistent, though maybe it was due to me playing the web version.
- Also the character level would reset after death (which I assume was intended), but the indicator on screen would still show the level I died at, which kind of confused me at first. The reset in exp would also make gaining it back pretty frustrating, and when I died in Layer 2 fighting the Balrog-looking boss, it was gg. He would just scale himself so much faster and regaining my lvl was straight-up impossible with even the basic orc posing a great challenge capable of one-shotting me. Though maybe that was the intention, it definitely made the game more chanllenging, but combined with the clunky movement it sometimes felt unfair.
- I’ve also experienced a bug where some enemies were invisible, though that was at a point where, the performance-wise the game was struggling, so again, perhaps it’s the fault of me playing the web version.
- But despite these things I did like the overall idea for the combat system here, and with more polish and added complexity in enemy types, and maybe various weapons etc. I think it could work really well.
- It reminded me a little bit of the Crypt of the NecroDancer, though without the rhythmic element.
- Nonetheless, the game has a high production quality and it’s impressive what you’ve cooked up here.
- Nice game! I had an issue where new enemies didn’t appear after I played for a while
- Great visuals and plodding feel to this! I found it a bit tedious to traverse large distances, but I like the intentional aspect of positioning to attack. Cool stuff!
- I found the font quite hard to read, and the web version is a bit small. Is there a way that you can add a fullscreen button? If the LD site doesn’t allow fullscreen button you can post the game on itch.io.
- I like the animations and it feels good to hit an enemy, though I wish I could move a bit faster (or maybe move without snapping to the grid)
- So, the graphics were really nice. I didn’t like being stuck to the grid so much, but that’s a design choice I guess. I liked the sound effects and the overall vibe, would definitely like to see this developed more!
- I also spent a while killing guys and leveling up, then noticed that on the bottom near my sword it said kills: 0 … Then I realized the guys I was killing weren’t attacking me, and I’m pretty sure I got to like level 9 off of friendly fire killing my AI teammates, since they didn’t seem to be attacking me either? Then I went towards the different looking people on the map and suddenly they were attacking me. So… oops?
- The boss kicked my butt because I’m not used to use my shield

- At the very least, I should probably lose EXP for killing allies instead of gaining EXP, unless that’s a design choice

- Pass through allies would probably be the cleanest solution, just disable collision on allies, leave it on bad guys. Still, good job again!

- I really like the aesthetic of this game, the animations and sounds really made it feel smooth. I couldn’t get the shield to work, not sure if I was just doing it wrong but if so it doesn’t feel very intuitive. Unfortunately couldn’t get past the boss because every time it killed me my max hp reset and it’s went up. Still really fun though. Great job!
- The game goes hard, I liked the gameplay, my strategy was to be aggressive and start with a kick before slashing away. Gamplay goes hard, music goes hard, even the animations feel really fluid how did you even do them? Overall this was fun. I did have some difficulty reading text though.
- Thanks for dropping the link in my stream! Was fun playing. Although the artstyle wasn’t really my thing, it really was a fun game.
- Nice I managed to kill a lots of “oRcs”. Game played fine in my browser.. Began a bit repetitive at some point. I think I was at wave 6…
- Wow, what a cool game. The character animation is also so smooth, did you do it in 3D? My only piece of feedback is the font, found it a bit difficult to read and thats about it. Music is great and the game plays well, I really like this entry. I would def buy a game with these sort of mechanics
- The slashing sfx is satisfying. Love the animation as well!
- I’ve just wanted to write the same as @aizomon.
- Love it! Music is awesome, the retro graphic is so cool! Its so much Diablo vibe! The control feels strange but maybe its just a game design idea.
- I have played&rated your game, don’t have time to write long review, things I liked:
- +unique art style
- +moving on tiles gives some Warcraft 1 vibes
- +also game itself like dark souls or diablo atmosphere
- +gaining control of other people when respawn.
- +overall lot of interesting things implemented: cutting stones, sparta kick to pits, blocking, boss, leveling up, procedural endless corridor
- Things works not so well for me:
- -collider of block is for front wall, so you cant go above it or squeeze corner;
- -smoothing of camera is nice but tiresome after a while when I begin to move more aggresively and faster, because it aligns to tiles
- -idea of block is cool, but its positioned on side of body and turning just before block is very hard
- -kick is too instantaneous, giving too small time to react, looking almost like teleporting.
- -leveling up feels like you become unstoppable at some point (on other hand, boss could kill you too easily and you now weak again)
- -sometimes its difficult to discern between ally and enemy, particular because of light – for example sometimes soldier is golden, but when he raises hand he got shadow (?) and looks almost like orc.
- P.S. minor undestandable jam things: at some point I just rushed forward, and sprites were visible oustide of play field in the void, also I think cutting 3 stones in front is too powerful for sword.
- (At this point you may wonder if that’s my short review what long is…)
- Ideas I propose:
- +dash action, also for enemies, for more tactical surrounding and backstabs
- +some ally teamwork, may be action to call for help, for example place banner
- +objects or points of interest, like chests, idols, some unique rooms, to do something else from slashing
- Keep up good work! Good luck figuring how to transform this idea to full game, may be some dancing-rythm mechanics p.s. after watching someone stream, I realized I missed descending on next layer and played only 1st.
Thank you to the people streaming themselves playing:
- this guy plays around 58 minutes in: https://www.youtube.com/live/BsQFQ7v-z10?feature=sharedYouTubedeadroachFINAL DAY! Rating Ludum Dare 57 GAMES #9
[11:52 AM]And about 1 hr 11 min into the vid for this guy (v0.1.0) https://www.twitch.tv/videos/2441459052?tt_content=vod&tt_medium=mobile_web_shareTwitchOne More Round of Ludum Dare 57 Playing and Rating!! – game_dev_dad…game_dev_dad_ went live on Twitch. Catch up on their Software and Game Development VOD now.
- Ludum Dare 57
by EmergencemoryWe just wrapped up our first Ludum Dare entry — Raid the Abyss — a top-down fantasy hack n’ slash built in about a week and a half for #LD57 (Extra format).
Knights vs. orcs, layered abyss, escalating bosses. Two modes: Endless and Score Attack. Built to prototype systems for our main project—melee, procedural maps, and a dynamic minimap.
You can try it in-browser (if it runs well for you), or grab the .exe for the full experience: https://staticleapstudios.itch.io/raid-the-abyss
Feedback welcome on the Ludum Dare page:
https://ldjam.com/events/ludum-dare/57/$411316Game: Emery Smith (staticleapstudios.com)
Audio: Smthngclvr (YouTube)There may be some easter eggs if you play around a bit.
- Party System Update
by EmergencemoryParty Features Implementation
Parties aren’t just about teaming up—they need structure. Now, the HUD overlay shows current party members, and only the leader can start a match. Party invites and requests are streamlined with click-based functionality.
- In-game menu tab for party roster, chat, etc
- Party follows leader into matchmaking
- Automatic chat channel creation upon forming a party
- Click/autofill invite system instead of manual ID entry
Technical Challenges
- Moved from a system that needed an ID like 70 characters long to a more user friendly way
- Party chat has to be more flexible than DMs, Guild chatroom, or match/team in-game chat
- Members game state syncs properly now
Next Steps
- Implement more functionality like a more fleshed out party leader transfer system
- Expand chat functionality to include party voice options
- HUD Overlay
Lore Integration
“Alright, we need a third. Not running another op as designated bullet sponge.”
“Agreed, let’s not mill around while they take the objective.”
“I got someone.”
“Who is it?”
“Usually runs with another squad, but they’re not on today. Solid guy. Knows when to push, when to hold. Doesn’t talk just to hear himself.”
“He’s not on my list, why’s he solo?”
“No idea. Maybe his -“
“Whatever, looks like we’re getting ready to roll, send the invite.”
- Sound Effect Integration
by EmergencemorySFX Implementation
SFX framework is in. Footsteps, gunfire, bullet whizzes, and running water now hook into the settings menu and trigger dynamically.
- SFX volume controlled via settings slider
- Synced with animations & scripts
- Leveraged
AudioStream2Dfor spatial audio
Next Steps
- Expand soundscape variety
- Add reverb & spatial effects
Lore
The battlefield isn’t quiet. Footsteps in the mud. Gunfire in the distance. A round whizzes past your head. If you hear it, it’s already happening.
smthngclvr https://youtube.com/@smthngclvr has been making the audio assets and we worked through the implementation together on VS Code liveshare (proved that concept)
- VS Code Migration
by EmergencemoryVS Code Implementation
Godot’s built-in script editor gets the job done, but VS Code brings more features to the table—better autocomplete, debugging, and real-time collaboration. Now, all scripts open in VS Code by default, with full IntelliSense, LSP (Language Server Protocol) support, and remote pair programming.
Pros of VS Code Migration:
✅ Smarter Autocomplete & Debugging – Better type hints, function suggestions, and inline documentation
✅ Pair Programming Support – Real-time collaboration for faster problem-solving
✅ More Control Over Extensions – Custom tools, themes, and workflows
Cons & Trade-offs:
❌ Slower Iteration – Godot’s built-in editor updates the running instance instantly, while VS Code requires a full restart to apply changes
❌ No Drag-and-Drop for Nodes – The Godot editor lets you drag nodes directly into scripts; VS Code doesn’t
❌ Context Switching – Jumping between Godot and VS Code breaks some of the integrated workflow benefits
For now, VS Code feels like the better tool for scripting, but if Godot’s built-in editor evolves, that could change. We’ll see if the advantages hold up over time or if the convenience of Godot’s native workflow pulls us back.
Technical Challenges
- Resolving pathing issues between VS Code and Godot
- Fine-tuning LSP settings for best performance
- Ensuring seamless debugging without breaking the workflow
Next Steps
- Expand remote collaboration tools
- Automate VS Code extension setup for new environments
Lore
Nobody fights alone. In this conflict, teamwork can overcome individual skill. Whether in the field or the codebase, working together is the only way forward.
- Multiplayer Security Update: Hardening Our Defenses
by EmergencemorySecure Networking Implementation
A key part of getting the build production-ready is secure multiplayer. With encrypted connections, authentication, and automated integrity checks, players can focus on the fight without worrying about outside interference. No man-in-the-middle attacks, no intercepted traffic, no malicious code sneaking in with your packets. Just a secure, stable battlefield.
Reinforced Infrastructure
- End-to-end encryption for all multiplayer traffic
- SSL-secured connections for matchmaking and communication
- Automated monitoring and integrity checks
- Secure profile authentication for game and (future) companion app
Data Protection
- HTTPS ensures encrypted player data in transit
- Continuous security updates and maintenance routines
- Reinforced server-side access restriction
Lore
Advancements in planetary defense doesn’t only consist of armies of machines, arsenals of devastating weapons, and latticed shielding. The sub-orbital defense platforms represent walls of encrypted data, protecting our forces from sabotage before the first shot is even fired. Every layer of security fortifies operations and obscures the vision of our adversaries.
- Matchmaking Update
by EmergencemoryMatchmaker Implementation
Implemented dynamic match listing and matchmaking system with the following features:
- Level-based match display
- Party Leaders bring their team when joining
- Smart match creation logic
- In-progress match joining toggle option
Future Enhancements
- Level-based filtering system
- Auto-fill functionality for create/join fields
- Enhanced matchmaking parameters
- Friends currently playing
- Group member participation
- Region/language preferences
- Session duration (least time elapsed)
Lore
“Who are those guys?”
“Some special team, they all showed up together and even got their own comms channel”
“That’s actually smart, I should find a team like that with fewer lone wolves running off to get themselves killed – no offense”
“None taken, just be careful not to bring in another trigger-happy idiot who gets the whole squad burned – oh yeah, no offense.”
“No promises.”
- Release v0.06c
by EmergencemoryTechnical Implementation
The biggest milestone: getting code signing working. With that in place, release version 0.06c moves one step closer to a clean, professional build.
Additional improvements include:
- Game executable icon
- Splash screen on launch
- Credits scroll implementation
- Profile data display system
UI Positioning
Strategic placement of visual elements:
- Credits scroll – left side above profile data
- Profile data – left side scroll panel
- Release notes – right side above leaderboard
- Splash screen – game launch overlay
Technical Challenges
Resolved key implementation hurdles:
- Code signing tool integration
- Icon export compatibility
- Resource compilation optimization
Next Steps
- Developer tools to authenticate iOS and Linux builds similar to Windows code signing
Lore Integration
A name, a signature, a mark of authenticity—small things that carry weight. In a war where identity is currency and trust is scarce, the right credentials can open doors or shut them.
- Online Profiles
by EmergencemoryOnline Profile Implementation
Server-side profile system with the following features:
- Profile creation and registration system
- Automatic profile initialization on login
- Progress tracking for kills, deaths, and completed stages
- Profile persistence across server restarts
Architecture Details
- Integration with Nakama backend
- JSON-based profile structure
- AWS EC2 instance deployment
- Console debugging capabilities
Next Improvements
System designed to accommodate:
- Inventory system integration
- Character attributes
- Team management
- Match history tracking
Lore
“Who put my name on the roster? Who even knew I was coming?”
“Command, maybe. Or whatever’s left of it. Could just be an automated process scraping the data, running scenarios… look, you’re back in the system. Progress, kills, deployments—it’s all there.”
“Great. So next time I have to find my own way back, at least there’s a log saying I existed.”
“More than that. Squad loadouts, combat reports, even those half-baked mission plans… someone’s keeping track. Probably the same someone who got us out last time.”
“Or the same someone who sent us in.”
“Does it matter?”
Every mission, every kill, every choice—it’s all stored, archived, referenced. A record not just of survival, but of intent. Even when orders get lost and battle lines blur, the impact of every action remains.
As humanity faces cosmic threats, our digital footprints become more than just data – they’re proof of our resistance, our victories, and our losses. Each profile tells the story of a soldier in humanity’s desperate fight for survival, their statistics etched into the defense platforms’ eternal memory.
- Offline Profile System
by EmergencemoryLocal Profile Save Implementation
Implemented a robust local save/load system with the following features:
- JSON profile creation and autosave functionality
- Secure data storage for player statistics (kills/deaths/stages)
- Multiple profiles on the same computer, you’re never locked in to a single team or approach
- Resilience for old version’s saves
JSON Benefits
- Secure execution environment
- No arbitrary code execution risks
- Minimal refactoring for this to work on online profiles
Lore
“Didn’t think I’d see you again.”
“Yeah, what are the odds?”
“Last time was so messed up. Wrong LZ, comms blackout… half the squad listed MIA.”
“Lucky us.”
“That’s one word for it, anyway, good to have you back on the roster.”
Even when the chain of command is broken and orders are unclear, your impact echoes. Every mission completed, every battle survived—somewhere, it’s recorded. A name on a list, a statistic in a file, a reminder that you were here. That you mattered.
Notes
This system serves as the foundation for future online profile integration, ensuring player progress remains secure and persistent in our expanding universe.
- UX Improvements
by EmergencemoryImplemented comprehensive menu system improvements:
- Viewport-based menu positioning instead of global coordinates
- Navigation hotkeys for menus
- Communication hotkeys for in-game chat
New Features
- In-game Match Stats/Scoreboard integration
- Lobby and Party Roster system between matches
- Chat box functionality for team and global communication
Lore Integration
The rebels’ best defense against the full integration of AI and earth’s military is noise: false orders and scrambled signals force the world’s soldiers to maintain strict communication discipline. Encrypted channels, verified call signs, and secured relay points keep squads coordinated and ensure that only the right voices are heard. A single compromised message could mean –
- Multiplayer Update
by EmergencemoryExpanded Nakama backend integration with new features:
- Enhanced authentication system
- Improved server configuration options
- Robust profile data management
- Automated system maintenance:
- Fixed non-host player visual synchronization
- Implemented multiplayer spawner path capitalization fix
- Added friends list functionality
- Enhanced matchmaking system
Social Features
Completed implementation of:
- Friends system
- Chat functionality
- Match roster
- Guild structure
- Basic party system framework
Lore
The defense platforms have the potential to become the backbone of planetary security, fostering connections and coordination through its neural network. Hailed as humanity’s greatest achievement, these platforms enable soldiers to form bonds and strategize against extra-solar threats. Yet, as trust in the system grows, only a few anticipate the day when the platforms will turn against those they once protected.
- Keybinds Menu: Customizing Your Controls
by EmergencemoryTechnical Implementation
Added comprehensive settings menu for control customization with the following features:
- Custom keybinding configuration interface
- Control scheme persistence
- Input validation and conflict detection
- Default preset management
Interface Integration
The keybinds menu provides:
- Visual feedback for key assignment
- Conflict resolution system
- Reset to defaults option
- Control scheme profiles
- Controller and touch screen support coming TBD
Lore Integration
In the war against cosmic horrors, every soldier fights differently. The defense platforms recognize this truth, allowing each warrior to configure their neural interfaces according to their combat style. What was once mere key mapping has become a deeply personal expression of how each soldier faces the void. This upgrade empowers players to customize their interface with the game world, ensuring each soldier can respond to threats with maximum efficiency.
- Multiplayer Routing: Dynamic EC2 Infrastructure
by EmergencemoryTechnical Implementation
Implemented dynamic network routing system with the following components:
- WordPress website integration for server status
- AWS API Gateway implementation
- Lambda function for EC2 IP querying
- Secure FTP connection through FileZilla
- Migration from Docker to Podman
Infrastructure Changes
Completed improvements:
- Created EC2 instance with Cockpit GUI (sad had to revert to command line interface)
- Implemented AWS Gateway API for dynamic IP routing
- Established secure data transfer protocols
- Configured automated health checks and restarts
- Set up snapshot and backup systems
Server Management
Key server maintenance features:
- Automatic health check monitoring
- Data synchronization protocols
- Failover recovery systems
- Server status page at staticleapstudios.com/server-status
Lore Integration
The defense platforms require constant communication – a digital nervous system spanning our last bastions of resistance. Through AWS’s neural pathways, our command centers maintain their vigil, automatically adapting to the chaos of war while maintaining humanity’s digital lifelines.
- Prototype 0.06: Release Package Creation
by Emergencemory
Prototype 0.06: Release Package Creation
I got started on this rabbit hole because I needed a website to serve as a routing hub, pointing the clients to the correct IP address for their matchmaking server. My EC2 instance has a different public IP each time I take it down and bring it up, so I went this way to prevent having to hardcode the new IP address in the game code and push a new commit each time I work on the server. Well the site exists now, most of the links and pages don’t work or are empty, but I think it is time to get back to prototyping. I’ll plan to hire a front-end web dev at some point to hook everything up right and finish configuring the forums. Until then, let’s use discord to communicate ad-hoc (link in the sidebar).
Technical Implementation
Created standalone executable package with essential components:
- Exported game executable for stable version 0.06
- Bundled Godot engine runtime
- Integrated Nakama client scripts
- Included necessary resource files
Package Features
Key characteristics of the release:
- No Godot installation required
- Standalone execution capability
- Complete resource bundling
- Optimized package size
Distribution Components
- Main game executable
- Godot engine runtime files
- Nakama networking scripts
- Essential game resources
- Source code components
Lore Integration
As the defense platforms expand their reach, this deployment package represents another step in humanity’s preparation. Each installation becomes a new node in our network of resistance, a beacon of hope in the darkness between stars.
- Ammo Reset Feature
by Emergencemory
Ammo Reset Feature
Taking care of a bunch of admin before getting back to the prototype. The LLC and Trademark are filed, and I created a bunch of social media pages.
Technical Update
Fixed critical gameplay issues with ammo persistence and spawn mechanics:
- Resolved ammo state preservation during respawn cycles
- Improved bullet collision detection to prevent overlap
- Optimized player spawn locations for better spacing
- Fixed RESET animation track and menu button behavior
Development Context
From the commit logs: “Also cleaning up despawn behavior and making bullets not hit each-other. Going to try to get characters to collide again instead of overlapping like they have been since multiplayer started working so they don’t group up and send a barrage of bullets.”
Lore Integration
In the shadow of the defense platforms, every bullet counts. The AI’s precision in managing resources extends to the very ammunition our soldiers carry. Yet in this calculated efficiency, we glimpse the growing tension between human intuition and machine logic.
Field Report
“The rebels claim our reliance on AI-managed combat systems strips away our humanity. But in the heat of battle, when every round must find its mark, perhaps precision isn’t just efficiency—it’s survival.”
Technical Implementation
Key Changes: - Reset animation track - Disabled menu buttons when hidden - Improved despawn behavior - Enhanced collision detectionThis update represents another step toward balancing gameplay mechanics with our broader narrative themes of control, precision, and the cost of technological dependence.
