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fsFreak

11
Posts
3
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A member registered Dec 12, 2021

Creator of

Recent community posts

I realize I can somewhat replicate it when I start the game and then "return to main menu". weirdness. I'll try and squash it.

Awesome! And good catch. I should really add more (optional) logging for these things! :)

If you have the time, you could open assets/shaders/wave.frag in your favourite text editor
and then change the third line:

uniform float u_alpha = 1.;

to just:

uniform float u_alpha;

I will update the build as well in an hour, but then you don't have to download 100+mb of game again :)

Wow thank you for the info and quick reply! I'll get right on it. And yes, those save-xxx errors I should turn off for sure :). I'll let you know when I have a fix. No AMD GPU myself, but I should be able to pin it down with the info you provided. Big thanks.

Thanks for trying it! I have another report on that crash at startup but I haven't been able to replicate it! You start the .exe and then you just spam Z/space and it crashes? Like when it's loading, or slightly after?

Oh, that's no good!

My guess it's a shader issue, but we use opengl 1.3 or something, which is very old at this point so it should be safe. Does it crash as soon as you talk to the first guy (that talks about demons) in the motel or? 

Yeah that's on my TODO list, to make it a bit more clear "what's new" when you return to the hub and stuff opens up.

Glad you liked it and thank you for the feedback! Feels good man!

Thank you for playing!

You can't catch demons at all actually. You pick one (for now only one, but three are planned for the final game, they are basically done but have no graphics yet) and it gets upgraded from time to time via the story.

If you picked 'yes' on the tutorial part there _should_ be a tutorial talking about trophies as soon as you leave the first building after defeating the first boss, but I agree it could be explained or emphasized better. That's something we'll have to look into!

Thank you for the feedback! It's valuable.

Haha yeah next game will be C with some sprinkles of asm for sure 😎.

With that said, we are working on a Linux port. Hopefully we can have it up in a few days.

Hey, thanks for playing and writing this. Glad you seemed to have a good time :)

Yes you are probably right about making the gatekeeping a bit more clear. Actually just a week ago I removed it all so you could (almost) go wherever you wanted, but we changed it back for this release. Not sure what the best approach is, but maybe some short "cutscene" where lights switches on in the houses you couldn't go into before is a solution. Like with the roach sidequest.

Thanks again for taking your time!

We last entered AGDG Demo Day 54. This is a complete rewrite from js to c++/sfml.

A lot of bugfixes, new enemy behaviour, new items and new effects have been added. If you played it last time it might be worth checking it out again.

This is basically the full game minus 2 playable characters, end credits and some polish.

Hit me  (fsfreak) or horbror up on discord for questions, bug report or anything else.

Payce.