Reflex Redeemer by LDJam user 271014

Deliver lost souls to redemption at seraphic speed! A fast-paced first-person action game inspired by Neon White and Sonic Adventure 2. Features 18 levels, original heavy metal BGM, and an in-game timer that saves your best times per level.
Controls (also explained in game)
- Movement: WASD
- Look: Mouse
- Jump: Space
- Dash: Left click
- Pause: Tab
- Restart level: Tab, then click the [Restart] button
If you want to reset your save data, hold [Backspace] on the level select screen for 6 seconds. A message will appear indicating that the data has been reset. Refresh the page and the game should run as if it were the first time.
Wondering what a "perfect" time is? It means you were within 3 seconds (or better) than my personal best for that level.
Credits
This game was almost entirely a solo endeavor by me (Mediflect), but Hydezeke (@hydezeke) was kind enough to do some foley for the sound effects!
Known Bugs
The level textures look weird/glitchy when playing in the browser on a Macbook Pro. I have no idea what's causing this; probably some WebGL jank. Try downloading the PC build (which should work on Windows/Mac/Linux) and see if that fixes the issue.
Sometimes the camera will randomly jerk in a direction shortly after starting a level or unpausing. This is a WebGL-only quirk and I haven't been able to find a consistent solution for it. If it's really bothering you, you can download a PC version of the game on the itch.io page, where the bug doesn't happen.
Framerate gets a little crunchy on levels that have a lot of mines. I might address this in a hotfix.
Post-jam Hotfixes
- Switched the pause button from [Esc] to [Tab] to avoid a conflict with fullscreen in the browser
- Fixed an issue where Abandoned Soul: Parallax was unplayable due to the UI not appearing
- Fixed an issue where the dashing sound would sometime start playing before the level started in WebGL builds
- Added a workaround for the low-pass filter effect that wasn't working in WebGL builds
Tools used
- Unity 2022.2.17 (engine)
- (this was the worst version of Unity I've used in a long time. I don't know if it was the combination of packages I was using or what, but the editor would constantly spit out null refs, lag on displaying updates to the inspector, take 30+ seconds to recompile/enter play mode... I probably lost 2+ hours of time all things considered.)
- ProBuilder (3D modeling and level design)
- Visual Studio Code (coding)
- Cubase Artist 12 (music)
- Bfxr (like, one sound effect)
- Audacity (audio editing)
- Photoshop CC 2019 (texture editing)
External Assets
Some of the textures are from the Tiny Texture Pack by Screaming Brain Studio, which I paid for. Aside from that, everything was made from scratch specifically for the game, the only exception being the credits music, which is an original composition I made in the past.
| Link | https://mediflect.itch.io/reflex-redeemer |
| Original URL | https://ldjam.com/events/ludum-dare/53/reflex-redeemer |
Ratings
| Overall | 56th | 4.214⭐ | 30🧑⚖️ |
| Fun | 12th | 4.464⭐ | 30🧑⚖️ |
| Innovation | 240th | 3.768⭐ | 30🧑⚖️ |
| Theme | 981th | 3.411⭐ | 30🧑⚖️ |
| Graphics | 607th | 3.661⭐ | 30🧑⚖️ |
| Audio | 122th | 4.054⭐ | 30🧑⚖️ |
| Humor | 825th | 2.7⭐ | 22🧑⚖️ |
| Mood | 160th | 4.074⭐ | 29🧑⚖️ |
| Given | 27🗳️ | 38🗨️ |
Oh, and I think I feel you on the Unity delays. I am still using 2020.3 for a main project, and I feel like it is much faster on reloads than 2021. I haven't tried any 2022 versions yet, but I'm not surprised to hear that it isn't a major improvement.
@chancea - I really really really wanted to add more music but I ran out of time! The original plan was to have a different track for each set of 6 levels.
@alexsandro - This is good feedback; I did my best to tutorialize through level design but some more explicit explanation of mechanics/strategy probably would have been good.
@cheaptoads - Were you playing on a Mac by any chance? I've heard from a few folks that the levels look kinda glitchy on Mac. As far as filter effects goes, there's a modest amount of vignette/film grain/bloom, and then some lens distortion when you dash. Is that what you were referring to?
*just tried again on an older, non m1 mac, and it looks great!

There were a few levels which caused my system to lag -- the minefield in the second set being the trickiest as it made timing jumps harder -- but overall it's well-engineered. Liked the music, too!
The music is good and really adds to the experience.
I quite liked the motion mechanics and the way they're displayed, plus the demons that you can use. It felt really intuitive despite not being familiar gameplay to me at all. As I said, I had a lot of fun overall.
One thing I would remark upon is that I found the level selection menu slightly unintuitive, somehow it wasn't clear how to start the game. Might just be me being silly though.