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sandbox

Signed in as __USERNAME__. Odin + raylib compiled to WebAssembly via emscripten, rendered as per-pixel palette indices with a per-pixel light level: a SNES pass maps (index, level) through a per-frame 256×16 ramp atlas (per-color cel ramps, census-weighted shadow/highlight stops, clustered light hues), adds the smooth fog/rain sub screen with 15-bit color math, and a CRT present pass (aperture grille, scanlines, phosphor bleed) paints it onto the 2560×1440 canvas. A river crosses the scene between two cliff faces; a cobblestone bridge with guardrails and gaslights spans it, flush with the plateau banks — walk straight across. QWE/AD/ZSC or the left stick walk the 8 compass directions (the water is impassable, the bridge is not); Numpad +/− adjusts speed (100%–180%). Facing follows the movement; the right stick or arrow keys override it while held (persisting when everything is released) and point at a tile — the snapped marker; walking backwards relative to the facing plays the cycle in reverse. [/] or D-pad cycles the character. The camera follows you in whole-pixel steps: the mouse wheel (or gamepad shoulder buttons) steps integer zoom (1×–3×, nearest-neighbor), R resets to 1×. N toggles day/night (the gaslights earn their keep at night), T the torch. The green blob is an NPC: its goal (the dim dot) is one tile to the side of your facing; it starts moving whenever you are more than 3 tiles away or have stood still for a few seconds — but it can't swim, and it waits at the shore when you cross.


		

Loading WebAssembly…