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The "world" is big enough that I get lost and can't find my way back to the start or to the Necro. Something is pretty impressive. I'm going to claim it is the size of the world and not my senioritis.

I see something in the sidebar about Boss4 the Necro wants you to but it is only on the screen for about half a second. After the window refreshes / resizes I don't have that sidebar any more. Guess I should post a screenshot. It would be really good if I could read that cuz the bombers (?) are kind of frustrating.

The screenshot does show the lack of sidebar content, but I actually took it as a corner-case issue report. Not quite a bug... One feature of the game design is that once your avatar starts a dash, you can't stop it until it hits something. (More on that another time.) In this case I dashed from the map to the right (heading left) and wound up drowning. Since that was my entry point, I just drowned over and over until I reloaded the game from my previous save. Slightly frustrating that I "lost" 17 souls I'd harvested. But the incredible thing was that after re-harvesting the souls, I did the exact same thing again in the exact same spot. So, dunno if it is worth kludging up a workaround for that situation. Probably not TBH.

On the busier screens, my machine gets sluggish if I've had the game open for a while (like 30 minutes).  Dunno if I can capture anything useful. Gnome task monitor showed firefox under 10% cpu and around 300MB memory (rss) with something called web content like 60% cpu and bouncing for 700 to 1000MB. But system monitor showed total memory usage around 8GB compared to typical of 2GB. More detail later.

I modified the checkpoint feature to only commit to saving a checkpoint after the player has landed on solid ground at least once (so instant drowning will never happen), and also there is a 1s delay before the save will be applied.  This means that if a laser kills you immediately, the save will not be applied (and you can never drop down into a lower level and get fried infinitely, because you'll die via laser before hitting solid ground).  Also, rapid level switches (leave level within the first second) will cause the save to abort (and presumably the level returned to will be stayed on, and save on its own thereafter).