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Miserere's Descent's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #39 | 2.875 | 2.875 |
| Execution | #41 | 2.562 | 2.562 |
| Game Design | #41 | 2.438 | 2.438 |
| Overall | #46 | 2.258 | 2.258 |
| Audio | #58 | 1.156 | 1.156 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Pretty interesting, and props to self-made assets. I saw Suzanne in the first level! The animations are cute.
Note on the Linux build, try using an older runner (ubuntu-22.04) else it won't run on a lot of systems.
Thank you and noted, I will try to set up a proper compile environment for the next game
Gliding mechanic was really fun to use! Really enjoyed moving around in the world.
I am glad you liked the movement :D
i dont know how but playing this game crashes my browser and or window manager every single time :’D
I am so sorry :( Do you have any kind of crash report?
Nice model and animations! I think it would have been a good idea to set up some kill volumes midair, since right now it seems the meta is to ground pound in open air and b-line to the goal. However the movement set is pretty fun, and I loved sliding really fast.
Wooah so many moves you can do! Got a big grin on my face when I found out I can fly / glide with the tail, and when I found out about the ground pound! Lovely detail in that the crouch is a slide at high velocity. Excellent work as a character controller showcase <3
Thank you very much I appreciate it. In fact thank YOU for making the move and slide helper API on avian :3
Oooooh you used that API?! That’s awesome, let me ping Jondolf
The movement was fun to mess around with. But I gotta say, level design leads to some confusing moments. During my first playthrough, I was often finding myself in a situation of not knowing where I should go or what's even happening on screen as I was flying through some tunnel and couldn't get my bearing with a camera.
I must admit I rushed the level the last day of the jam so I apologice. It is definitively one of the worst parts of the expirience.
But I am glad the movement was fun, which is the part I did have enough time to polish.
Neat, cute character. Sliding around and flying was fun. One major issue - using CTRL in web builds if you game has WASD control is dangerous - CTRL+W is “close tab”, which unfortunately killed my first run. Made it to the end in my second try. Would have loved more sliding sections where you can really get your speed up. Nice job!
Super cute character, I especially love the hover animation. Sliding around was quite fun but I felt the level design didn't facilitate it very much. The environment was really surreal though, it's quite the vibe - great work!
Controller is pretty nice, I think the level layout left some stuff to be desired (I think I ended up skipping most of the level by accident?) but gives it speedrunny vibes. :)
love the player model!
Nice!
Impressively fun and fluid character controller! Though mapping Ctrl to dive doesn't really work in the browser, as I kept accidentally closing the tab (Ctrl+W). Other than that it ran perfectly for me on firefox
Thank you for the feedback, next time I will not map ctrl to anything on wasm builds or I will capture all keyboard events.
this is really fun! the movement feels good and i love the character model/animations, lots of cute detail in it
Graphics were sweet! I love the vibe, and had a great time playing. I was able to switch over to Chrome from FF and it worked perfectly. Would love some audio/music in the game, but I get that you worked solo and it can be a lot to manage everything yourself :). Great job!
The controls are intuitive and the responsiveness/physics simulation of this parkour game feels pretty good overall.
The player character model seems to have had a lot of attention and is pretty cute. I've counted 6 different animations and they are all pretty well made. It must have taken a lot of time to work on that, which unfortunately probably did not leave much for the rest of the game.
The map itself feels rushed, and is pretty confusing with no indications of where to go next. The moment you find yourself getting some speed by sliding down a slope you end up launched far beyond where you're supposed to land which definitely kills the momentum and vibe of the game. The 3rd person cam also does not help to get your bearings, but that's minor. Thankfully you can hold jump to fly and cut huge portions of the map, directly to the goal. (If you find it)
I'm also not a big fan of the... color vomit used to texture pretty much everything besides the player character. Pardon the harsh words, but that's what it makes me think of. I get that it's supposed to evoke a non-descript, colourful, dream-like world, but the end result is really not to my taste.
I guess once you've completed the map a first time by flying right to the end, you can improve your time by actually following the proper path, but even then I'm sure you could cut through a lot just by flying off than crouch/glide to fall extremely fast to the end.
First successful run: 129s
The web version on Firefox (147.0.1 64bit) was unplayable because camera would lock into looking straight up and spinning around wildly on any mouse input.
The linux bin failed to start on my machine with
```
./extremely_incohesive_fever_dream: /lib/libm.so.6: version `GLIBC_2.43' not found (required by ./extremely_incohesive_fever_dream)
```
(I'm on NixOS, and running it with `steam-run`, so, granted, that's a pretty fringe setup)
Running it through wine also crashed with
```
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
2026-02-16T13:04:44.619999Z ERROR wgpu_hal::auxil::dxgi::result: create_factory_media failed: 0x80004002
vkd3d:0024:fixme:d3d12_device_CheckFeatureSupport Unhandled feature 0x30.
vkd3d:0024:fixme:d3d12_device_CheckFeatureSupport Unhandled format 0x68.
vkd3d:0024:fixme:d3d12_rtv_desc_create_rtv NULL resource RTV not implemented.
vkd3d:0024:fixme:d3d12_fence_init Ignoring flags 0x1.
0024:fixme:d3dcompiler:D3DCompile2 Ignoring flags 0x800.
vkd3d:0024:fixme:hlsl_fold_constant_exprs Fold "reinterpret" expression.
vkd3d:0024:fixme:spirv_compiler_get_descriptor_binding Could not find descriptor binding for type 0, space 17476, registers [0:0], shader type 0x5.
vkd3d:0024:fixme:spirv_compiler_get_descriptor_binding Could not find descriptor binding for type 0x1, space 17476, registers [0:0], shader type 0x5.
2026-02-16T13:04:44.778695Z ERROR wgpu_core::indirect_validation: indirect-validation error: ComputePipeline(Internal("Call failed. (0x80004005)"))
2026-02-16T13:04:44.785402Z WARN gpu_allocator::allocator::free_list_allocator: leak detected: { memory type: 0 memory block: 0 chunk: { chunk_id: 3, size: 0x10000, offset: 0x80000, allocation_type: Linear, name: (wgpu internal) default external texture params buffer, backtrace: disabled backtrace }
}
2026-02-16T13:04:44.785911Z WARN gpu_allocator::allocator::free_list_allocator: leak detected: { memory type: 0 memory block: 0 chunk: { chunk_id: 2, size: 0x80000, offset: 0x0, allocation_type: Linear, name: (wgpu internal) zero init buffer, backtrace: disabled backtrace }
}
thread 'main' (36) panicked at /home/Bley/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_render-0.18.0/src/renderer/mod.rs:470:76:
called `Result::unwrap()` on an `Err` value: RequestDeviceError { inner: Core(Device(Lost)) }
```
The only way I found to play the game was to run the web version in chromiumThank you for the feedback.
You are quite on point on what was rushed and what I did pour most of the time into. I spent around 5 of the days on making the character controller and the model for the character while I only had around a day to make the camera usable. I was away for aproximately the equivalent of 3 of the other days of the jam so that left me with 1 day to make a map and add a win condition.
The map only uses a voronoi texture generated by blender and to be honest, I know the visuals could have been a lot better if I had spent more time. And as for it's design I wasn't really inspired and I was running out of time so I tried to hack something together. I did try at first to guide the player with volumetric lights but those broke at certain angles so I scrapped them, then I saw the time ticking down and stopped putting lights all together.
The firefox issue only happened on itch.io and as far as I was told it may have been engine related so sadly I can't fix that. The linux version was compiled on Arch which I updated the same day of the deadline (and that did update glibc) so the issue was with my setup having compiled the game with a version that is way too bleeding edge for any normal distro, I apologise. As for the windows one I didnt have the time to test, I am also sorry about that one.
But I am glad you found the movement nice and the player model cute. Those were the parts I focused most on and I most proud of. I will probably revisit this in the future dedicating enough time and care for the rest of the game without the pressure of a gamejam.
Yes, yours is not the first game I tried to play with the same mouse issue on FF, that's definitely not your fault. And for the windows build crashing with wine, well, even less your fault, as it looks to me that wgpu is calling into a stub DLL (not yet implemented in wine). I was simply dutifully reporting what worked and what did not.
As for the general criticism, I want to make clear that it's a very solid result for a single-dev game. Good job! Budgeting time is something you have to learn the hard way!
Thank you for taking the time to evaluate the game still. I appreciate it.