I was going to comment controls looked like the mega hit "Celeste" and then I found this comment on HN, from 6 months ago, by the dev of Kandria: "I wanted to create something bigger, and had just finished playing through Celeste" Ah that explains it! Congrats on shipping on Steam!
Yeah, it started out with just Celeste mechanics before everything else happened.
Reminds me of Knytt. Is it more like Knytt than Celeste ? I didn't Celeste.
It definitely has Knytt influences in there and features a lot of exploration, but there are a lot more platforming challenges especially in the later sections.
There are accessibility options that let you toggle infinite dashes on and off at any time, which lets you bypass most of the challenges pretty easily should you get frustrated.
Hi. I’d be interested on how you feel using lisp impacted the development of the game and the final game structure. Would it be the “same” game if implemented in a more conventional approach? Thanks.
There's a lot of aspects that are extremely Lispy. The best example is our dialogue scripting language, Speechless: https://shirakumo.github.io/speechless You can run arbitrary lisp snippets to form conditions, branching, and effects in the game. This makes integration and extension very easy, and I don't have to constantly extend some special purpose scripting API to expose new bits. The heavy use of CLOS is another…
Very cool. Is any of this exposed at the user level in any way for modding/experimentation or is that just too unworkable in production? Also, curious if there was a toolchain reason for the lack of a Mac version or is it just too tiny of a market to bother?
Common Lisp is pretty cool, and to my knowledge this is the first major game title using it that is actually released.
Maybe not common lisp, but look up crash bandicoot by naughty dog software for the playstation. That was an exclusive playstation title, probably the third biggest title in terms of sales on the playstation, and it was written in Lisp.
To my knowledge, Naughty Dog have never fully implemented a game in a Lisp. They used it and custom languages written in Racket as scripting and automation tools.
The game posted here appears to be written in Common Lisp from the engine up.
This is dope as heck. I used to contribute to the common lisp SDL2 bindings. Great to see a polished game on Steam written in Common Lisp! Recently saw one in Haskell too. And there have been several in Javascript over the years. Did you find you had to manually manage the GC? Did you take advantage of CLOS?
What was the Haskell game if you dont mind me asking?