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Not sure if this was a bug or the player refusing to move (there is a time limit though...) but the game just didn't continue when there were no cards left, and I played "attack" and the opponent had one card. I was on mobile and after I went away to post a screenshot and came back there was an error:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:

TypeError: null is not an object (evaluating 'GL.shaders[id].shaderType=shaderType&1?"vs":"fs"')

_glCreateShader@https://html-classic.itch.zone/html/12912558/FishBait/Build/1027e9f7842f7402bd1e...

<?>.wasm-function[GlslGpuProgramGLES::CompileProgramImpl(unsigned int&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, core::basic_string<char, core::StringStorageDefault<char>> const&, ShaderChannelMask&, int, int*, int*)@83589]@[wasm code]

<?>.wasm-function[GfxDevice::CreateGpuProgram(ShaderGpuProgramType, core::vector<unsigned char, core::allocator<unsigned char, 0ul>> const&, CreateGpuProgramOutput&)]@[wasm code]

<?>.wasm-function[ShaderLab::Program::GetMatchingSubProgram(Shader const*, ShaderLab::Pass const*, keywords::LocalKeywordState const&, unsigned int, keywords::LocalKeywordState*, ShaderSnippetResult&, AsyncShaderCompilationMode, bool, int, int, bool) const@95627]@[wasm code]

<?>.wasm-function[ShaderLab::ShaderState::FindSubProgramsToUse(Shader const*, ShaderLab::Pass const*, ShaderLab::SubPrograms&, ShaderPassContext const&, keywords::LocalKeywordState const&, bool, int, int) const@98645]@[wasm code]

<?>.wasm-function[ShaderLab::Pass::ApplyPass(unsigned int, ShaderPropertySheet const*, DynamicBranchState*, ShaderPassContext&, keywords::LocalKeywordState const&, Shader const*, int, int, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*)@95606]@[wasm code]

<?>.wasm-function[ApplyMaterialPass(SharedMaterialData const&, ShaderPassContext&, Sh

(There's obviously more to the error, but it didn't display any more text, and I copied and clicked away before reading the part about looking at the console)