
So turns out I had a complete brain fail during the Ludum Dare weekend and totally failed to make the speed of my game’s player character independent of the FPS, which I only discovered when I accidentally destroyed Chrome a bit and suddenly it started chugging horribly, simulating playing In The Blood on a tired old computer.
I’d used the delta for computing velocity… but then multiplied it by 0.000005 for no reason I can actually remember now and the result is that the delta had virtually no effect whatsoever. So.. I fixed it. I REALLY hope this is okay, dear people in charge of such matters. It’s still the same game, no new features, but hopefully everyone playing it will have the same frustrating, tormenting and short-lived experience it was designed to provide. I wanted the game to be a difficult, challenging and hopefully addictive little action arcade game but when you’re moving ten times slower than you should? Oops.
I’ve also added a Post Compo version now! It’s the same game but I managed to add a bit of the visual Woo that I didn’t have time to do during the 48hours. It destroys the mood entirely but things are a lot clearer and hopefully a bit less motion sickness inducing. Again, sorry about that too.
You can play both frustratingly difficult versions on its compo page!
Incidentally, if you like Super Hexagon style ridiculously difficult action arcade games you might enjoy other competition entries Underneath Our Faces and Diver X … and would love to hear about any other games in the compo like this!