Full game loop with three-panel UI (Quest Log, Inventory, Actions), Ink dialogue, quest tracking, collectibles, victory sequence, sound, and music. The most complete build.
Open Demo →Particle systems, bird flocking AI, landing decals, crystal clusters, relay towers. Enhanced lighting and fog. Demonstrates event-driven particle bursts.
Open Demo →Optimized particle pool: dust on footfalls, ambient spores, fireworks on quest complete. Focus on performance and particle efficiency.
Open Demo →Movement-based emission with sparse atmospheric density. Tests emission rates and proximity spawning. Subtlety over spectacle.
Open Demo →Linear fog gradient for depth perception. Includes crystals and towers, removes particle VFX. Tests gameplay readability through fog.
Open Demo →Cel-shading with black outlines, gradient map shading, window/door details. Pure rendering style; no UI/dialogue complexity.
Open Demo →Orbital sun/moon with dynamic lighting, torch activation, trail color shifts, decal swaps. Only prototype with time-of-day progression.
Open Demo →Chat-first design: dialogue as WhatsApp-style message bubbles with typing indicators, auto-scroll, minimal HUD. Conversation is the star; gameplay is secondary.
Open Demo →3D exploration meets Ink narrative. Navigate a sci-fi world and interact with terminals to experience branching dialogue with character portraits and voice playback.
Open Demo →Create and edit branching dialogue trees for visual novels. Features include node-based conversation mapping, psychological metrics (worry/chaos systems), import/export functionality, and WhatsApp-style chat simulation.
Open Demo →