Everust by boaheck-artgent

Your robot body is failing you
You need to be somewhere safe
There's a blip on your radar

The world is dying and so are you. All you want is somewhere safe to do it.
WARNING!
The current build will pause for 10 seconds or so when you win or die but it will continue playing afterwards. Sorry for the inconvenience.
Controls:
Everything uses Power so be very careful.
- WASD move
- Shift to run
- Mouse look
- Space jump
- Space while in mid air to use jetpack
- Falling into water will slow you and drain power
Get Everust Here

| Windows | https://boaheck.itch.io/everust |
| macOS | https://boaheck.itch.io/everust |
| Linux | https://boaheck.itch.io/everust |
| Original URL | https://ldjam.com/events/ludum-dare/39/everust-1 |
Ratings
| Overall | 213th | 3.69⭐ | 31🧑⚖️ |
| Fun | 473th | 3.069⭐ | 31🧑⚖️ |
| Innovation | 407th | 3.069⭐ | 31🧑⚖️ |
| Theme | 83th | 4.069⭐ | 31🧑⚖️ |
| Graphics | 39th | 4.533⭐ | 32🧑⚖️ |
| Audio | 326th | 3.207⭐ | 31🧑⚖️ |
| Humor | 568th | 1.952⭐ | 23🧑⚖️ |
| Mood | 23th | 4.3⭐ | 32🧑⚖️ |
| Given | 16🗳️ | 13🗨️ |
Chill dude and the game turned out great, really love the PSX-esque feel of it!
Only high remarks here!
I did not notice the radar on screen on the first few tries, I also was not sure when I had picked up a power-cube, and I was doubting my own key presses when using the jetpack. Some simple bits of audio would have gone a long way here.
The walking around on the first platform feels good, but afterwards I feel like the gravity / fall velocity was much too strong, and/or that the jetpack wasn't as immediate as it should have been. That could have been related to the signalling, though.
That said, something about it kept me going, and I stuck it out and got to safety. :thumbsup:
I'd definitely mirror some of @gwinnell 's thoughts on sound design, a little boop or bleep or white noise could have added so much to the feeling of using a jetpack, is it possible to escape the water?
I love the game and would be excited to see a second level haha .
I know from your twitter feed it was originally planned to be proc gen but i feel like with the viewfog and repetitiveness of the architecture this actually might not have added anything as I had trouble remembering where anything might be anyway.
Amazing work as always.
your friend...
F
The visuals really turned out great on this project. It was even more impressive trying them out in real time myself. I've got to completely agree with everyones comments about atmosphere on this one.
On a side note the controls did feel a bit sticky. Some times space press then hold was needed to fly. Some times just the hold. It made it a bit frustrating after falling into the dooming water several times due to the inconsistencies.
Still a fantastic entry! I can't wait to see what you cook up next.
About the game play, at first I was a little confuse because I didn't know there was a jetpack available, so I kept falling in the water, just waiting for my death lol. Upon finally learning all the controls, the search for safety was really cool. The one-line radar UI is a smart touch!
The limited draw distance, while probably done for performance reasons, does add to the PlayStation era graphic feel, and the overall theme of a dying world.
The simple radar looks great, but I did wish it detected the power cubes, since it's sometimes impossible to find more from how little the draw distance is. The lack of a pickup sound or jet-pack sound was also odd, but forgivable.
The jet-pack controls seem to be broken. If I hold down space, half the time I just fall to my doom. I ended up having to spam the space bar to get the jet-pack to actually engage. I thought this might be the intended way, but holding down the space-bar worked randomly start working.
The 10-15 second wait between plays wouldn't be so bad if it was hidden behind a load screen. What really aggravated me was when after the pause, instead of generating the level, the game would actually reload the scene, which caused the game to pause again upon walking back to where I was. This happened 3-5 times once.
Those last two issues caused me to almost quit playing altogether! I did manage to finish it, once the game stopped recursively loading on itself, and I discovered spamming jump to overcome the jet-pack bug.
The game has good potential, but the bugs really chip away at it, but great job on creating a really rich world! With a bit of extra polish and bug fixes (which is hard to do in 72 hours, I know my game could have used a bit of both!) I could see it becoming a great game!
Maybe batteries should be easier to find.