MegaSpiker by Copito
You've arrived on a weirdo magical island inhabited by terrifying megaspikers! See how long you can survive before they maul you or before the vengeful magic in the air murders you. Eat tulips to stay alive.
Written in C++ / Vulkan (Note I did start with a little engine / code base with basic rendering etc)
I wanted to try out using navmeshs heavily for both player and monster movement, via recast. Ultimately though I under estimated both how many issues I'd have with the nav-mesh generation and had trouble with the workflow for placing objects (I had been planning to place objects using geometry nodes in blender but struggled to export them correctly).
This game is far from what I'd been hoping to make and I spent most of the jam fighting with technical issues but hopefully it stands up as an experiment in nav mesh use and I was quite happy with the art style even if I had no time for animation.
- WSAD to move around
- Hold right mouse to look around (Sorry I had meant to change this to always have look around enabled before the final build but forgot)

Change list
- 11/04/2022 - Removed stupid requirement for 4x MSAA sparse virtual textures
| Link | https://copito.itch.io/ld50 |
| Original URL | https://ldjam.com/events/ludum-dare/50/megaspiker |
Ratings
| Overall | 1245th | 3⭐ | 26🧑⚖️ |
| Fun | 1302th | 2.625⭐ | 26🧑⚖️ |
| Innovation | 1294th | 2.521⭐ | 26🧑⚖️ |
| Theme | 1138th | 3.188⭐ | 26🧑⚖️ |
| Graphics | 583th | 3.792⭐ | 26🧑⚖️ |
| Mood | 1140th | 3.022⭐ | 25🧑⚖️ |
| Given | 19🗳️ | 29🗨️ |
I think you are to hard on yourself This is a good game! ( we can do always better if we have more time ).
monsters make me think langolier , in the tv movie of the stephen king novel
```
BVH build took 0.200523
Recast build took 0.0521328
Error: [VK_SUCCESS == vkAllocateDescriptorSets(dev(), &allocInf, &_set)] Failed!
```
I respect the fact that you've implemented this without too much engine code - it is quite impressive - also navmeshes are hard, man.
I think it fits the theme perfectly. I probably would want to have an indicator how far away are the monsters behind me and adding a little ambient sound (royalty-free) would really spice things up and make the game much more intense.
Good job!