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Works well enough on Linux except that I can’t see the laser pointer, it’s in black which definitely doesn’t match clips you’ve shown before.

The main menu is really confusing with the option highlight, you should only do highlights for either the mouse or the keyboard/controller and not both at the same time.

Controls okay except it didn’t actually pick up my controller and the mouselook feels like it has acceleration if you turn fast enough which then triggered a bunch of shader stutter so the first few seconds in game were really disorienting. You also can’t go “back” in the settings menu of the gun display, you have to just close it out with Tab. And the quit button also doesn’t work.

Art style is perfecto, you’ve got something really good cooking here. I think this will go far, your tamagotchi gimmick is a lot more interesting than a lot of ideas I’ve seen.

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Interesting about the laser. I'll need to look into why that's not showing correctly. One of these days I'll install Linux on one of my PC's or try running the game on my Steam Deck to look for more bugs.

I'll definitely fix that highlighting issue with the menus. Thank you for letting me know.

Could you let me know what kind of controller you were using? In the future I'll add in a setting to turn acceleration on/off. I'm pretty new to gamedev so I'm not 100% sure what I can do for the shader stutter, but I assume there's a way to preload shaders beforehand. I will look into this.

I did a quick patch so that that settings menu in the gun menu is no longer accessible (the buttons there were just for show for now anyways). You CAN now quit from the pause menu.

Thank you for your kind words. I really appreciate that. I kind of rushed the lighting and look of the area in this demo day so I hope by DD64 I can really show off the full extent of what I'm going for with the artstyle (right now everything is *waaay* too dark an the only area I think looks decent is the arcade). I have some fun ideas planned for the Tamagotchi gimmick as well, but those might not show up till even later DD's.

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Could you let me know what kind of controller you were using?

It’s a PS3 controller, but on my setup I think all controller input passes through Steam so if you could get it running on a Steam Deck it should just work with every controller.

I’m not 100% sure what I can do for the shader stutter, but I assume there’s a way to preload shaders beforehand.

On Unity I think there is an option for it somewhere, but it could also be caused the DirectX->Vulkan translation, in which case you either have to have Unity use Vulkan or OpenGL instead of DirectX (assuming that’s possible, I haven’t used Unity in like a decade) or just give up and make a dedicated Linux build.

Thank you for your kind words.

np.

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I took some screenshots before I forgot to include, here’s the laser pointer problem I was talking about. You can just barely see it, it is there, and the tracer looks normal when you shoot, but I’m sure this isn’t intentional. EDIT: Now that I’m looking at it, you totally can’t see it, but in motion it is just barely visible.

And this was just the start without the flashlight, I could barely see the instructions up on the wall until I turned it on.

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Thanks for the tips on the shader preloading. I'll look further into that.

And for the screenshots as well I appreciate it. I'll try to figure out why the laser pointer isn't working on Linux. Hopefully I can replicate it on my Steam Deck.

Additionally, yeah, this demo area is WAAAAYYY too dark. I rushed it out when I was intending to have more time to play with the lighting in that area (some last minute bugs showed up among other things I felt were more important to work on). By next Demo Day everything should be a lot easier to see. Sorry about that.

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I did a dedicated Linux build to put the game on my Steam Deck today. Everything seems to work fine. Would like to hear back from you and other Linux users DD64 to see if everything is playing more nicely with you then.