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Thank you for playing it and for the suggestions! I have watched the video and it was interesting. You seemed to be good at the game for the highest difficulty levels xd Still, I think I'll turn down the difficulty of the easy mode.

I tried on Linux, got a missing library error:
./rex_operari_demo62: error while loading shared libraries: libGLEW.so.2.2: cannot open shared object file: No such file or directory

Hmm that's weird. I am in the process of switching to OpenGL from SDL and there are still some issues left but this might be due some missing libraries which is an easy fix (though not sure on which part, yours or mine). If not, then it's hard to tell what it is.

So I played the windows version. Outside of the menu issues, it worked perfectly until the end. I noticed, however, that when you start the program it spawns a terminal window. You might already know this, but you can hide the terminal by using the "-Wl,-subsystem,windows" flag in gcc, or an equivalent of it.

Thank you for mentioning that! I am compiling with mingW-gcc and had only "-Wl" flag out of these two for now and didn't notice the terminal in wine with virtual environment being enabled.

It seems "load profile" function is broken. When I started the game, I tried to set the new profile's name as "Lily." It didn't work; I went back to main menu, tried to load profile, saw that there was already a "Lily" profile with a score of 9999; went back again, made a new profile with another name, then went back and selected "load profile" again; the game immediately crashed. I restarted the game, and it continued crashing when I selected "load profile." I reinstalled the game, went through the same motions, and it still crashes in the same way.

Sorry for having a bad experience with this and having to reinstall it! I made a temporary fix for that by having the file itself renamed, though on paper, it shouldn't crash the game when you create a profile with the same name as some already existing. I put a dev profile for having to be able to check the unlockable features (spells and levels) without trying to beat bosses.

The stages are pretty short; I'm guessing you're going for a more boss-centric design, which is fine.

Yeah, the stages will serve as obtaining power-ups and such. I plan to make them about one or two minute long, instead of the current 30 seconds.

The patterns are well made and nice to look at, but some of them are kind of unfair. In some patterns it's possible for you get hit by a bullet that went off the lower edge of the screen; as far as I know, that's pretty unusual in shooters, since it should be "dead" at that point. I also had difficulties with the patterns where the bullets get sucked in but I ascribe that to me not using the portal (I didn't know how to use it for most of the game).

Glad you liked! My aim here is to have the player to be always away from the edges but also not to be too punishing by being somewhere else.

At the end, I got to the fourth stage (Parabola V), but when I got to the boss my shots didn't deal any damage to him. I assumed it was timed, dodged his first pattern for a while (100 seconds actually), but it didn't end, so I'm not sure what I had to do to get further. It might be a bug.

That's impressive! I wonder if someone might have tried to dodge the spells as long as possible without realising it. It was a bug. I forgot to remove his invulnerability upon completing the dialogue and uploaded a new version just before you posted the feedback.

Thanks again for playing and recording the game!