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notice that there is a mine two down from the dragon, and a rat above it, so the tile right of the dragon is not a threat and possibly the egg which gives you 3 experience
you do know if you use butler to upload builds, a player can just pick the game version to download (in the itch.io app)? and you can assign the versions arbitrary names i believe, such as "day 1" "day 2"
hey, could you consider having a native linux build? this caught my attention but i am having technical problems which i suspect would be resolved with a native build
i believe undertale prioritized some particular direction, with the caveat of being weird (collision could cancel some directions, making it act weird near walls), MANTLE (the real one) has a priority system based on which button was pressed when, or at the very least the rest of deltarune does that, its entirely a visual thing with no gameplay impact but i think that if youre imitating something you should go all the way, unless there is a tangible benefit to not doing so
as for B button uses, look no further than having it be the interact button, since that seems to be notably missing and just happen automatically?
this is a pretty cool port but it lacks polish
if you think i complain too much, feel free to reach out, i will gladly also complain about your source code! (no promises but i may rewrite parts of it if its ca65 just because id love this project to not have visual atrifacts in screen transitions or wonky hitboxes)
wooo unpatched cat 2 skip, i beat the game deathless on my 1st attempt accidentally
i just couldnt figure out how to drive it forward or hold it together, nor could i come up with content to add, the core was there but it was too bare.
the colors are random and have no gameplay impact btw :p (maybe i should push colors impacting gameplay on the todo list since players seem to expect that?)
yes i got the double jump after 2 jump ups for a total max jump height of 8 and went to explore, after i got stuck i hex edited the save (merged two saves, really) to get unstuck cause i wanted to see the rest of the game, i should still have a copy if you wanna see, thank god for no integrity check :p
i think i softlocked myself.. i have jump height 4 and double jump, one pixel short of making it back up (does the screenshot appear? im on the very left map edge on the 'surface')
have you tried ripping the asset from the game then creating .cur files (windows) from it / using Xcursorgen (gnu/linux with xorg) on it?
loader scripts allow you to set LD_LIBRARY_PATH, while a plain executable doesn't.
rpath?
It's not so simple in C++
guess im not learning C++
are you saying to ignore the rare .1% of the rare .1% that doesnt have sdl2 installed?
Package the libraries with your executable and use a loader shell script that sets LD_LIBRARY_PATH accordingly.
are loader scripts actually better than `game.x86_32` `game.x86_64`?
use a language that builds all it can statically into the executable.
as funny as writing `unsafe` `-w -Oz` rust with a custom build system would be, isnt that a little excessive?
Actually you can do that with C / C++ too, but it's tricky and some distributions (*cough* Debian *cough*) hate static libraries.
passing `-Bstatic` to the linker is tricky? or statically compiling the libraries?
Worst case, use a slightly older Linux to build, and let players know they're going to need SDL2 or whatever installed.
any recommendations, with a <2GB installer?
hi there! i stumbled upon the so-called itch.io app book, and it has a chapter on publishing pc linux binaries, but doesnt seem to specify how to bundle the libraries at all.
my dev environment is linux, a c compiler, and the bare minimum needed for cross compat
would appreciate a detailed answer, and if there is a hidden 5th way that i missed (aside static libraries) id love to know it, thanks
edit: just realised that i misparsed ldd as lld, how embarassing ><
im sorry i dont know how i missed this one but this is amazing!
oh i didnt check the settings
this is quite cool, but unfortunately most of the doors were offscreen for me so i had to brute force everything, and i gave up at the door with 5 switches, you could possibly put a copy of the door symbols as a HUD element so that theyre never cut off?
this breaks the rules of this jam, disqualifying this, sorry
this is really neat! i like this
i like this, is is really cool, though the gameplay itself is rather..boring, as you deal little to no damage and enemies spawn too fast to do anything about them
this is amazing, i didnt expect something like this to come out within the constrains of the jam, though sadly doesnt run on my super-outdated device
hey your game appears to be rather suspicious, i dont want to malware scan it so ill DQ it, unless you can clear things up, as while the rules dont forbid submitting a game you made 3 months ago, its kinda.. yknow
hey i am going to DQ this for now unless you can clear up how this is valid, as i currently cant download 100MB and test seemingly 4 unrelated things just to be sure if this is a valid submission or not
i like this, though i couldnt win..
cool slideshow!
im afraid i may have to disqualify this as you used some post processing that doesnt consist of rectangles, also probably a good idea to export this to a native app cause it really is a slideshow for me
this is so cursed i love it so much
this is pretty nice!
feedback (nitpicks):
i like how youre thinking outside the box, but i dont really know, and itd be a little weird to allow for sound while matching the spirit of the jam, im afraid i have to say no
i think this is a neat (and somewhat weird) concept, but it suffers from crunch (not much content, the game lasts 10-5 minutes, would benefit from more polish, and no real incentive to play all 1000 seeds)
i didnt expect a 3d entry in the first place.. oh well, ill allow it
i didnt really think about this, if you think it fits the vibes then you can go for it
could someone explain to me what makes this 'impressive' aside per-enemy AI and custom text window?
...consuming.. wh.. hidden depth in a seemingly simple game!?!
next time i play ill just make a map.......assuming i can make maps, i think its kinda neat if you know ahead of time that youll be needing a map
sorry, cant fix any issues with binjgb, i only made the game, not the emulator
the issue with holding a direction is that i would have to pick a movement speed everyone is happy with, the currently planned fix is double tapping and holding moving you at the pace you hit the keys
the flavor text is not supposted to be developer commentary, but due to issues with finishing the demo it ended up with way more notes to myself than it would otherwise be
small note: i did not replay this when rating, and i am not known for excellent memory
- id love if this had a map
- i couldnt tell if i beat this game 'properly' as im pretty sure i only got 4 gems and the game said i need 6, but i was shown an ending
- the upgrades are neat
high level of polish, a lot of variety, an entire 30 minutes of playtime, theres not much to criticise, aside i guess the weird difficulty of bosses (every fight is either easy or hard, no in-between, the bird boss doesnt count)
you can 2 cycle the scythe if you jump over its blade attack
also i think i figured out the graveyard wrong warp, it always occurs during the fade screen transitions
lack of iframes was already mentioned so i wont elaborate
and then i wrong warped past dark-2
..and you were right, the bosses are much easier if you just stand still
i am not going to sort this thing just have it raw from notepad