HeartW@rd by NE-Aquilon
You found yourself in a strange place. Someone guided you here. Someone led you here. Someone wanted you to be here. The Heart. Answer this call.
My first LD.
Please, play in Fullscreen.
Controls: WASD, Mouse and Space.
I have troubles with embedding my game to this site, so, if you have issues too, please check the itch.io or Unity Play links below, it works.



Everything is made by me except font Kode Mono and generated sfx via bfxr.
Ratings
| Overall | 160th | 3.397⭐ | 31🧑⚖️ |
| Fun | 208th | 3.069⭐ | 31🧑⚖️ |
| Innovation | 132th | 3.448⭐ | 31🧑⚖️ |
| Theme | 261th | 2.667⭐ | 32🧑⚖️ |
| Graphics | 66th | 3.883⭐ | 32🧑⚖️ |
| Audio | 174th | 3.083⭐ | 32🧑⚖️ |
| Humor | 182th | 2.114⭐ | 24🧑⚖️ |
| Mood | 117th | 3.571⭐ | 30🧑⚖️ |
| Given | 51🗳️ | 33🗨️ |
- Needing to navigate all the way back from the start whenever I died wasn't very fun
- The cursor doesn't move when the camera does, only when the mouse does, which looks a bit strange
- It'd be nice to have a visual indication of what the "current cycle" is when in circle-cursor mode
- The enemies would get caught on corners while pursuing me, making them nearly impossible to shoot. Walking around the corner to get a better angle frees them, killing me instantly.
Thanks for feedback. All mentioned issues are valid. I plan to make a full game out of this prototype and these things will be fixed.
About visuals, some time ago I came up with idea of 3D ASCII environment with "stacked" layers and utilized it for this Jam.
The mechanics with storing a colour/state/beat is a bit hard to grasp.
It's a very harsh punishment to go ALL the way back whenever you die, also it's very hard sometimes to avoid being touched.
Congrats on your first LD (remember to like constructive comments its how the karma system works)
@ansible
Thanks for your support. I really happy people like these visuals, because it was the best I could pull off as a programmer with zero artistic skills.
And thanks for mentioning likes, I'm still figuring out how everything works.
Great job anyways !
"Noooo—when I died and went back to that room, I found it completely swarmed with enemies! I sadly had to stop playing there, even though I absolutely love the concepts and mechanics!
Also, your 3D/stereoscopic visual effects felt like magic to me. I really love the creativity behind this game. Thank you for creating it!"
@helagos
Initially it was standard top-down camera angle, but then I decided to tweak it. Happy to see it was a right decision.
@deng
I didn't have enough time to implement proper AI, so tried to find some balance. I put a limit 10 on each spawner, so if you can give it another chance to finish, I would really appreciate this.
But you and everyone else are completely right about how this is the weakest part of the game. I'll definitely focus first on enemy AI and proper balance.
It was intentional decision to let a player see, how heartbeat affects the world. My only regret I didn't add color to the door.
Thanks for the playing!
@wo-ri-gou-le
Yeah, this is why I introduced things with shifted phase, which forces you to swap to second mode and save the color state. But you still can save one color and wait when target will switch to this color... So, yeah, this whole thing requires more tuning, also I want to add enemies which switch colors. Thanks for the feedback!

I had to cheese the enemies by letting them bunch up at the doors and then just permanently blasting in their direction... but that might just be a skill issue
