NeonCollapse
You learned the truth too late. The world you lived in was nothing but a simulation—and now it’s coming apart right in front of you. A second ago, this was your slot in the residential stack. Now there’s nothing left but a downpour of incoherent green code.
All you can do is run. Run faster than you’ve ever run. Faster than reality fractures. Hoping you’ll find a way out before your own code unravels into that green entropy.
Controls
| Keyboard | Xbox controller | |
| Movement | [A], [D], [←], [→] | (LS), D-pad |
| Jump | [Space] | [A] |
| Fast descent | [S] | (LS) down |
| Attack | [Shift] | [RB], [X] |
The game was made for Pixel Forge JAM #2.
The game uses fonts by VileR (int10h.org).
Version History
1.0.1
- Fixed multiple bugs.
- Added damage indication.
| Published | 6 days ago |
| Status | Released |
| Platforms | HTML5, Windows, Linux |
| Author | IRUSlanI |
| Genre | Platformer |
| Made with | Aseprite, Godot, FL Studio, ChipTone |
| Tags | 2D, Cyberpunk, Godot, Pixel Art |
| Code license | MIT License |
| Asset license | Creative Commons Attribution_ShareAlike v4.0 International |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Gamepad (any) |
| Links | GitHub |
| Content | No generative AI was used |




Comments
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Well, it seems I overlooked some bug with the wall-sticking mechanic. I had issues with it in general. But there’s no softlock here — a softlock is when you can’t even die — and here, the assembler wall is already rushing to the rescue! Just kidding.
Ah but it isn't. I could have left this up for an hour (I suspect, but did not test).
An hour? I don’t get it… The wall code is written so that it just constantly moves the wall forward. And if the player’s X coordinate becomes less than the wall’s X coordinate, the player instantly dies… How would the wall not kill the player if they’re standing still?.. Well, of course there’s also that catch-up part, but it should only move the wall forward…
well that's the softlock part. Or perhaps you prefer "hard lock" for this situation. But the music still played.
Hibro123GameDev complained in the jam comments that he had 20-second freezes in the Web version. We were discussing there that it was probably due to shader compilation. Maybe the same kind of freeze happened here? I think the wall is supposed to appear on screen at that moment, and it runs exactly on shaders.
The best use of corruption I saw in this jam
Thank you!
Nice job!
Thank you!