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A jam submission

CtesiphonView game page

Retrowave/Mecha-themed Boomer Shooter
Submitted by stomygame (@StomyGame) — 2 days, 16 hours before the deadline
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Ctesiphon's itch.io page

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Comments

Submitted(+1)

This is one I've been rooting for for some time now. I got an error on startup about not being able to open a file for writing, and it popped up underneath the game so I had to bring it up to continue as it was holding up final startup. It happened again and worse trying to go through settings, I had to Ctrl-Alt-Del out of it, it seemed like Alt-Tab worked but nothing was actually visible. The red keycard readers and the ending button had some Z-fighting. I like most of how this feels, in particular good job on the recoil for the SMG, it takes focus to manage but after a little while I got the hang of it.

Developer

Thanks for trying it out! Always glad to hear people are looking forward to it.

The file writing problem is almost certainly from how I try to make a folder in Documents\My Games\ to put the settings in, and I wasn't checking if the My Games folder even existed, it should hopefully be fixed in the next demo.

Is the Z-fighting only when you're hovering over it for interaction? Because I draw the highlight as another pass so that's a very likely place for it to happen. This is inconsistent on different video cards so I might try a different technique.

I love how people appreciate the "feel" of the game, it's been a big sticking point for me (and one reason for why I don't use an engine) so I'm very happy that the effort isn't being wasted.

I can't guarantee the next demo will be any sooner, we'll see how I much work I can get done on the editor tools, but I'll be looking forward to hear from everybody again then!

Submitted

I believe the Z-fighting was only on highlight, yes.

For the feel, it's more that several demos felt off in some way, and yours didn't-- but hey, that's not nothing!

Submitted (1 edit) (+1)

As it is now try to have the enemies put a bit more of a fight, the melee one seems fine, but the robot that shoots back is so slow moving that still doesnt put much of a fight (plus the fact that the player is so fast really makes him  very useless as an enemy). I know this is entry level enemies, but with a demo level it would be nice to have at least one of them be a a bit more of a threat.

The player character feels a bit sticky when in contact with a wall, in fact if you move diagonally against one you go slow (as its expected) but for some reason if you stop the character gets a sudden push in that direction, its a bit weird but try it out.

The weapons all seem fine, punchy and stuff.

It seems that you are more focused on the tools and engine side of stuff, I dont understand much about that but I didnt get any bug, ran well and felt stable. Good options menu too.

Developer

Yeah the TV-Bots didn't actually have proper tracking, in the current demo they barely account for the player's velocity and so can't hit you even at a brisk walk. I've now gone back and redone the calculation to take bullet travel time into account for prediction and in the next demo they'll be much better shots.

I tried out this stickiness thing and I think I know what you're talking about. While it is noticeable once you're paying attention I'm not overly concerned about fixing it unless it negatively impacts the game, so far it doesn't seem extreme enough to be exploited so I'll leave it as a low priority.

I'm very happy to hear that you are getting a stable experience, I've put some amount of effort into making the game run smooth and solid and it appears to be paying off for now.

Thanks for your feedback and for trying out the game!

(+1)

I'm glad to see you're still working on the game! Are we going to have any new levels soon?

Developer

I don't know about "soon" but that is my priority. My workflow for making this level double-plus sucked so I'm making an editor.

Submitted (2 edits)

Unfortunately, I'm getting an issue with the Linux version on my Manjaro laptop. All I get is the following output:

malloc(): corrupted top size
Aborted (core dumped)
 

Here is the output from GDB:

malloc(): corrupted top size
Thread 1 "Ctesiphon" received signal SIGABRT, Aborted.
0x00007ffff6f1f82f in raise () from /usr/lib/libc.so.6
(gdb) bt
#0  0x00007ffff6f1f82f in raise () from /usr/lib/libc.so.6
#1  0x00007ffff6f0a672 in abort () from /usr/lib/libc.so.6
#2  0x00007ffff6f61e78 in __libc_message () from /usr/lib/libc.so.6
#3  0x00007ffff6f6878a in malloc_printerr () from /usr/lib/libc.so.6
#4  0x00007ffff6f6bb01 in _int_malloc () from /usr/lib/libc.so.6
#5  0x00007ffff6f6d936 in calloc () from /usr/lib/libc.so.6
#6  0x00007fffe397682a in ?? () from /usr/lib/dri/i965_dri.so
#7  0x00007fffe39768c0 in ?? () from /usr/lib/dri/i965_dri.so
#8  0x00005555555d8673 in DebugDrawer::init() ()
#9  0x00005555555dc751 in init() ()
#10 0x000055555555c1d9 in main ()

Seems to be graphics related.

Developer

It's some gl code that tripped it, but I suspect this is from me using placement new to initialize that object and bullet really doesn't like that sort of thing, I'm uploading a new build that might fix this, let me know if it still happens.

Submitted(+1)

Thanks, the new build fixed it.

Submitted(+1)

Good work on the C++ conversion. The only weird issue I noticed is that clicking the "Quit To Desktop" button's bounding box in the "Press Space" menu will immediately exit the game. This might confuse a player into thinking the game crashed. I'd recommend disabling mouse input in that menu state, and maybe re-enabling it 50ms or so after hitting space.


I didn't encounter gameplay issues. Can't wait to see new levels.

Developer

Thanks! It's been incredibly rewarding to get so much freedom back with C++.

Disabling input or time delays in input is a huge UX no-no, so I'll do you one better and have the mouse only advance to the main menu on a release instead of a press, the menu is processed IMGUI-style so both can't be active on the same frame anyway.