No problem, I've updated the PostJam build to support lower versions of OpenGL. Shouldn't have much effect on the games since the shaders support OpenGL 3.3 at the latest.
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Sorry about that, I've repackaged the PostJam build so it can be extracted now.
The error message from the original version tells me that the render target is failing to be created for some reason. Does your machine's GPU support OpenGL 4.5 by any chance?
This kind of game was not built to handle such a slow resolution, there was a lot of flickering both from the lighting and the blocks moving around on screen. Still a fairly straightfoward twin-stick shooter.
Love the soundtrack! Noticed it lagged a bit, but performed much better (and looked weirder) in high quality graphics mode. Also noticed the coins in the garage would respawn every time (including garage visits) which might be easy to exploit FYI. Also the menus don't seem to handle analogue sticks well.
Gee, I thought this was a normal relaxing game of Tetris with random blinking until the screen flipped... I thought I could be cruel with the games I made but you two take cruelty to a new level.
Really clever use of physics, it felt really smooth and easy to handle making yourself go higher by taking advantage of the buoyancy. The way the rubber ducky rotates while maintaining a pixel aesthetic was also a nice touch.
This game is slimey in the best way! It's a really creative puzzle game and it was worth going all the way through. music felt a bit repetitive and would have been nice to have a bit more detail on the pixel art, but it was easy to get into and the levels got progressively more challenging and fun. Great job, totally worth playing all the way through!
This is a Mathlike, a Roguelike that uses maths for combat. Each action you take costs you a hit point, and you can only regain hitpoints by killing monsters. Each monster has a number, and the only way you can kill them is by attacking them with a matching result from the calculator. The more difficult operator to use, the more hit points you earn.
This is a Mathlike, as someone on the Roguelike Discord once put it. You use maths to defeat enemies, who can only be killed by getting the number correct.
I started work on Friday evening so I should be submitting it ready for play on Friday.
The screenshots suggest a "behind the vehicle" perspective, and yet when I play the game its in first person and there are no options to change the view.
I definitely like how this game looks and sounds. although the first level feels a bit too cluttered. The keyboard controls feel a bit awkward, might be better to have movement with one hand (such as A/D whilst having colour switching and verticle movement with the other hand (such as O/P) because it's difficult to change colours whilst moving, combined with regularly pressing space to keep at the same level.
I'm sorry to hear that. It it a completely white screen from the moment you boot up the game or from when you try to play a game from the menu?
Also what kind of graphics card do you have? The game uses a minimum of OpenGL 3.3.
This was really nice, a game that told a simple story clearly with nicely drawn art. I did have an issue with the toy store game, as it was hard to match gifts up with the line, but other ones were pretty straightforward to figure out!
I really like the ancient greek visual aesthetic combined with pixel art, the sprites look very detailed and outstanding. I missed the part about controlling both characters at first so initially I played it with the assumption you are meant to protect yourself and your partner.
There is a lot of LGBTQ representation in the furry fandom, plus I wanted to make a game about what I feel wearing a fursuit is about, which is about making people happy, loved and accepted.
I've updated the game to print out an error text file if it fails. If the console outputs a Max Screen message could you tell me what the numbers are as well, if it doesn't then there is an issue setting the screen buffer size or setting the active screen buffer.
There is a games jam going on called FloppyJam, where the goal is to create a game that's smaller than a floppy disk (1.44 MB). My usual dev approach could not get a game in anyway that small so I decided the next best option... build my own engine using the command prompt.
The end result is a survive as long as possible shooter in a pinball environment, where your only source of movement is shooting or using the flippers.
Unfortunately this is strictly a windows game as it uses the Windows Command Prompt, I don't have any functional support for the Linux Terminal. But if you do have a Windows machine, feel free to give it a go!