Thanks for the report! Was a simple oversight, will be fixed in the next update.
Accidently Awesome
Creator of
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Hi, if you got the blue error screen, it contains an error message that will help me track down why. (clicking the error message will copy it to your clipboard). You can send it to my email (also contained on the error screen) or post it here (just don't include the email in plaintext so it doesn't get scraped by bots)
This issue actually happens anytime when you run the game on Mac OS. It seems to be an issue with key events not working while the "Control" key is held down on Mac OS. (Thus this will only happen when playing with keyboard only, and not when playing with mouse or gamepad.)
To solve this you can rebind the shoot action to a key other than "Control" in the options.
Thank you for this!
Thanks to your error message I found out that the game does not run when launching it by double clicking it in Finder.
However the game will work when you download and run it via the Itch App.
(Or alternatively by running the launcher that's inside the app bundle "RotoForce_demo.app/Contents/MacOS/rotoforce-launcher" directly, for the tech savvy)
Hi, I can't reproduce the issue. What operating system are you using? Can you try with different browsers and check and tell if it works with them? Also update Chrome to the newest version in case you are using an older version.
If nothing works, can you try sending me the console output when the game is stuck at a black screen?
See instructions here: https://stackoverflow.com/a/31059700 (Press F12 in chrome, choose the "Console" tab and right click the list of messages and choose "Save as..." and then save to a file.)
It should most likely contain red error messages. You can send the file to support [at] accidentlyawesome.com and that might allow me to find out what is happening.
You can use the big red download button at the bottom to download the "Infinitris_v1.0.jar" file. You will need Java (if not already installed) to run it. You can get Java from https://www.java.com/.
No matter how far you go, you will never reach the end. :P
On a more technical note: The world is stored in chunks of several blocks and new chunks are only created when you place blocks in them. I'm not sure about the web version, but the desktop version stores the positions in 32bit, meaning at roughly 2 billion blocks from the starting location, the game would crash. But before that you would most likely see massive slowdowns (since all chunks are kept in memory) and/or a lot of graphical glitches (due to floating point imprecision) similar to what happens when you go too far in e.g. minecraft (You can look it up by the name of "Far Lands").
So, for all intents and purposes, the map is infinite.
Hey, I just played your game.
I think I found a bug, when you spam space while respawning the player sometimes gets stuck in the air. Also when smashing on top of the boss I sometimes died instead of damaging the boss.
Smashing enemies is pretty satisfying. This would really be a neat little game if just the restarting didn't take so long. The player needs to be able to respawn on the press of a button when you have instant death spikes all throughout the level. Otherwise it just turns frustrating.
-Anton
Just awesome, once you get the hang of it, it's really an immersive experience, I wonder how this would play with VR. Best thing is grabbing the eyes and throwing them right back into the others. Just one time I encountered a bug where I kept falling into 'the nothingness', otherwise really impressive.
As others have said really solid game, just the controls are really tough. First time I got up to the wolf and immediately died, second time around I couldn't even get past the spike pit anymore. It's really weird that when you press left, you first walk left, then when you shoot you fly to the right, upon landing you start walking left again... made it really hard to climb that mountain. IMHO the sheep should shoot to the opposite direction it's moving, so one doesn't change direction abruptly upon landing... but on the other hand, maybe awkward controls are what you were going for.
Saw the devlog thread with your mockup and wanted to see the finished game, and it turned out really great! My only real complaint is that the combat itself is rather boring. Still, you have a very polished vertical slice, just one level that is really well done, instead of a trying to squeeze in a lot of content and having the quality suffer... I hope one day I'll learn to do that too.
Hi, I played and reviewed your game, you can read the review in the micro-review thread here: https://itch.io/post/60839
Thanks for the great review. You mention many important points. Yeah we focussed on game play over graphics. But sadly the music/sounds were a last minute addition so they might not have turned out that good.
Some tutorial for controls would have been necessary, and reading your text I'm not even sure if we properly communicated that the player is invincible while dashing. Powerups and different weapons were planned from the beginning, but cut due to time constraints and I wasn't sure how/when they should drop, but you gave me an idea how to integrate them, without the enemies randomly dropping them.
Tuning the difficulty is always difficult, because I usually played the game already hundreds of times until it's finished, so I just included multiple difficulties (with a third one, that only even unlocks after you beat it on "Hard"), but I think I could have done more, like allowing the player to retry directly at the boss they died at instead of the beginning, at least on lower difficulty settings. But I thought it isn't a big issues since the game is rather short with 3 stages and can approximately be played through in ~7min (in a single run).
Ok, this turned out longer than expected. To conclude: thanks again for the helpful review.
Demi-God Review:
I'm not sure how to categorize it, but I'll try: Demi-God is a side-scrolling beat em up/shooting game where you have to advance forward while beating waves of enemies.
The game is very short with only around 4 waves, but it's just the right length for the amount of content present and doesn't overstay it's welcome.
At first, I just clicked the game window to get the focus, and it automatically advanced the title screen with the controls, if you wouldn't have had the controls on the game page, I would have missed them.
The transforming was a nice touch, although I'm still not exactly sure, what the animation is supposed to represent. The bullets you can shoot felt IMHO too weak, it could help to make them faster and bigger.
Killing the bats felt much better, than killing the aliens(?), because they died within one hit. And hitting the aliens the first time, did not really give any audio/visual feedback.
The music was a noticeable short loop, but nevertheless it did not get annoying.
I just saw that the art looks crisp in the screenshots, but when actually playing the graphics look blurry. Seems like they get scaled with "Linear" instead of "Nearest" Interpolation.
I reckon this might have been one of your first games? Don't be discouraged, if I sound overly negative/critic, I hope you see it as a way to learn how to improve the next time around.
Our game Pixel Soldier