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korpiroot

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A member registered Jul 06, 2016 · View creator page →

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Nope, still the same freeze with the text. At least the black bars are back now.

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Well, it looks like the black bars are gone now and I'm playing at full 1920x1200. Not sure if that's intentional, but it's causing a lot of other visual issues now, such as the game being visible behind the title screen / main menu at the top and bottom, the semi-transparent bars for cutscenes just hanging out there at the edges while playing, and during cutscenes they don't cover the top and bottom parts of the screen now.

As for the dialogue issues, the slime dialogue works now but I still get a freeze at the shrine, at least there's a handy popup window for errors now though.

Here's a handful of screenshots: 1 2 3 4 5

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Actually yeah, there's errors in the log when that happens. Here's the one from the slime encounter: https://pastebin.com/raw/dxPtJVMQ

Since it seems like a text encoding issue, I managed to get around it - by running the game under US English locale (my system is in Finnish, and I've now confirmed that the issue happens on both windows and linux). Probably worth noting that the freezes happen at points where the next  line of text would have a special effect applied to it, although those used to work in past demos without issues. There's also some other stuff in the game that's affected by locale, like the phone chatlog switching "PM" into "ip." which would be the Finnish equivalent if we used 12 hour clock.

As for the menu, I mean the one you can only access on first start, the one that the game starts into before you have save data. I played around with it some more, and pressing esc seems to work at first, but if you hit it a few times while the resolution dropdown menu is open, then it stops working and you'll be unable to exit the settings menu.

Anyway, I'll probably try out the rest of the new stuff later, now that I found a workaround for the cutscenes.

Really great stuff, the gameplay and presentation are spot on. I would've liked it if the stages themselves were more challenging perhaps, my only deaths were at bosses even on the spicy secret difficulty level. Also I found the dash following the cursor rather than the direction of movement a bit inconvenient since its main use seems to be using the invincibility to pass through walls of bullets.

Also, a native Linux build would've been nice, I had a some framedrops on the hardest level playing in Firefox, but nothing major.

Well, I seem to be unable to replicate it now, unless the game is in windowed mode and I force it to fullscreen with my window manager instead. Maybe I did that by accident while testing then.

Also, I can't see any sort of difference in behavior between exclusive and borderless window fullscreen modes, not sure if unity even does that on linux.

I keep wondering how every new demo, content from previous demos keeps breaking (no offense meant). Here's a list of issues I ran into:

  • Freeze at the cutscene where the hungry slime is supposed to jump off the tower and block your path - it simply never jumps down, used the quest skipper to progress from here
  • After using the steak to open the side room in the underground area, the tanuki wouldn't give me another one (it was the correct dialogue, but a new steak never spawned), reloading the game let me progress again
  • Freeze at the cutscene at the shrine, after the line "Slow down a minute. What did I miss?", this is where I got stuck
  • Quest skipper doesn't work at all for shrine progress, the changes don't get saved and are instantly forgotten after leaving the menu
  • Couldn't find a way to exit the settings menu accessed from the main menu

There were some other issues that are still present as well, like the screen border issue I've mentioned in previous demo comments, but it's not as annoying now that the screen settings actually work (only shows up if you alt+tab out of the game and back in now).

I've been looking forward to this for a good while, glad to finally get to play it.

Getting some '90s shareware/freeware vibes here, both visually and gameplay-wise. Although the core gameplay is simple, it's cool how you manage to introduce new mechanics in the levels themselves, rather than by giving the player new abilities. Visual clarity is mostly good, though I'm not sure if I like the bush enemies, sometimes I didn't notice them even though there isn't really much background decoration to mix them up with.

I'd like it if there was at least some horizontal slowdown in the air when you let go of the keys. Especially in places where you have other stuff to worry about, like fighting the wizard that shoots homing projectiles and you have to use the rising platforms to shoot him, it made the fight quite a bit harder, especially since your character also turns around when you try to correct your momentum.

The autoscroller part in the far left area of the waterfall level could use some tweaking. Since the camera doesn't follow you vertically, it's easy to accidentally advance too fast and then get hit by a bee or something while your character is out of view, and it basically feels like the game is punishing you for doing too well. Especially with the springs you could get way too high up, and then have to wait for the screen to catch up.

Anyway, great job overall. Gameplay is really smooth and I like the kind of creepy cute atmosphere you have here. I think I got all of the crystals, though I never found an area that looks like that last screenshot, is it even in the demo? I even tried messing with the start coordinates in the savefile to reach some normally unreachable teleporters in the hub, but they just crash the game.

https://pastebin.com/raw/p4RzHL1T

Well, now it keeps running after start with a window full of what I assume is garbage from the graphics memory. Here's an excerpt of the output before I killed it myself: https://pastebin.com/raw/QXDxsZh4

Yeah, that's basically why I have the GT710 too, to have something from Nvidia to test things with. Have you tried using the Nouveau driver to see if you can debug the issue with that? It doesn't seem to support the required OpenGL version on my card though, so I'm not sure if it's helpful (using MESA_GL_VERSION_OVERRIDE to fake 4.4 support makes the game actually start and run into the same error, but then again that could be because something that's actually needed isn't supported by the driver).

Anyway, sorry for not being able to help any further. I have no idea about anything when it comes to shaders.

Unfortunately no. The backtrace looks like this now:

https://pastebin.com/raw/ViDGFF9Y

https://pastebin.com/raw/Edgcsp6g

Not very well versed in that, I've used it within code::blocks for my own game to see where it crashes and to set breakpoints, but that's it.

It's still the two of them, though only one of them shows up every time; GL_INVALID_OPERATION in either utils/shader.c:447 or utils/texture.c:814

Alright, I'm not getting the #extension directive error anymore, so it's down to those GL_INVALID_OPERATION errors now.

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Still crashing. It's randomly giving me one of these 3 now:

GL_INVALID_OPERATION - utils/shader.c:447

GL_INVALID_OPERATION - utils/texture.c:814

Log found for 'masked_gbuffer':
0:8(1): error: #extension directive is not allowed in the middle of a shader
masked_gbuffer -> fragment shader!

https://pastebin.com/raw/4jUsAfmP

https://pastebin.com/raw/La0GJx2A

It seems to get a bit further now, but still crashing.

Log found for 'quad':
0:4(12): warning: extension `GL_EXT_shader_texture_lod' unsupported in vertex shader
0:5(12): warning: extension `GL_OES_standard_derivatives' unsupported in vertex shader
Log found for 'quad':
0:4(12): warning: extension `GL_EXT_shader_texture_lod' unsupported in fragment shader
0:5(12): warning: extension `GL_OES_standard_derivatives' unsupported in fragment shader
Log found for 'model':
0:4(12): warning: extension `GL_EXT_shader_texture_lod' unsupported in vertex shader
0:5(12): warning: extension `GL_OES_standard_derivatives' unsupported in vertex shader
loading resauces/models/door.obj
Log found for 'depth':
0:4(12): warning: extension `GL_EXT_shader_texture_lod' unsupported in fragment shader
0:5(12): warning: extension `GL_OES_standard_derivatives' unsupported in fragment shader
GL_INVALID_OPERATION - utils/shader.c:447

On some runs I'm still getting "#extension directive is not allowed in the middle of a shader" instead of the GL_INVALID_OPERATION error as well.

Tried Linux build on RX480, Intel HD530(Skylake) and Geforce GT710, Windows build with RX480 only. Crash on startup with everything but the GT710 (which isn't powerful enough to run this game above single-digit framerates, so I didn't play any further).

GL Vendor : X.Org
GL Renderer : AMD Radeon (TM) RX 480 Graphics (POLARIS10, DRM 3.26.0, 4.18.16-arch1-1-ARCH, LLVM 7.0.0)
GL Version (string) : 4.5 (Core Profile) Mesa 18.2.4
GL Version (integer) : 4.5
GLSL Version : 4.50
Log found for 'quad':
0:1(1): error: #extension directive is not allowed in the middle of a shader
quad -> vertex shader!

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The gameplay is starting to shape up, though so far the combat is lacking, mostly due to the enemies not doing anything interesting. You can just hold down the fire card to deal with the whole bunch.

There seem to be some issues with chaining moves too fast  into each other, or holding multiple buttons. For example, using fire -> earth in a quick succession while standing in place results in a fireball followed by a punch animation without the huge stone fist appearing at all, while holding jump + earth results in a repeated pattern of empty punch -> small leap forward -> aerial earth attack. Also I feel like holding down attack buttons shouldn't prevent you from walljumping.

Doing a fully charged lightning move on a slope flings you up ridiculously high, that's probably something you should look into.

On a technical note, you should add some sort of (optional?) framerate limit. I noticed some coil whine from my GPU while playing as the game was running at roughly 1000 - 4000FPS depending on situation.

The black bars are still bugged if you switch from windowed to fullscreen, but the game at least remembers the setting now, and the bars work properly if the game starts in full screen (and don't alt+tab out), so that's progress.

Also, while messing with alt+tabbing, I noticed that after pressing alt in the chat part of the intro sequence, you can press X to quit the chat and hide the phone, and then you'll be unable to do anything and have to close the game. Is this a debug feature or some really weird bug? Also, the FPS Counter option in the settings menu is mislabeled as Full screen as well.

Sorry about the late response by the way, I've been away from my desktop (and will be away for a good while again).

Yeah all the problems seem to be fixed now. Seeing the actual cutscene for the 3rd bug now, in the previous version the bloodthirsty slime was always spawned next to the left side wall of that area instead of the ledge it's supposed to jump down from. Since this is now fixed the cutscene will also proceed as intended.


Also, I think I reported this issue with fullscreen mode on a 1920x1200 monitor back in DD20, but it's worth mentioning again since it's pretty distracting. The black bars only work when the game starts in fullscreen, but it forgets about fullscreen setting on every run after the first one (starts in fullscreen for the unity splash, then always switches to windowed). Switching to fullscreen in-game causes this blinking garbage to appear, and going back to windowed mode doesn't restore the window size either: https://my.mixtape.moe/pkootw.webm

I should've probably noted that I'm on Linux, so I'm not sure if the Windows version runs better. Every now and then I run into some games like that, most of them made in Unity. It wouldn't be that big of a problem if it didn't make aiming that much more difficult though.

As for the sprint, I did notice you can't sprint backwards (without a perk) but still ended up simply holding down the button 100% of the time because why not. Good to hear that you already have plans to change it.

I've been playing this game a fair bit now, and although I've yet to beat either of the final bosses it's been pretty fun. That being said, there are quite a few issues worth addressing too.

First of all, the performance issues and their effects on gameplay. While the game does look pretty impressive, I think the system requirements are still out of proportion. I'd expect an RX480 to be able to run the game smoothly at 1920x1200, but the framerate varies wildly (between 80 and 35 FPS or so) depending on where you're looking, and there are even bigger spikes occasionally. Normally I might be able to tolerate that, but the mouse smoothing seems to have issues with lower framerates; the slower the game runs, the more inertia the mouse seems to have, especially during spikes this translates into tiny flicks of the mouse resulting in huge turns. I ended up choosing a much smaller resolution to make sure that I absolutely never fall below 60FPS to keep aiming consistent.

Next, the visual design. I'm not sure what you're going for here, but most of the game looks something like a survival horror or such, but then there are things like the slimes and some weapons that look almost cartoony with their glowing bright colors, and the styles feel like they're clashing.

Finally, the gameplay. Unfortunately the combat falls a bit short in my opinion. The guns don't really have an impact on the enemies, who are generally slightly faster than you, resulting in fights that mostly consider of backpedaling while trying to shoot whichever enemy is closest, and running in circles with them once they inevitably catch up. There's no penalty for indefinitely holding sprint, and jumping is only useful for dodging very specific attacks designed to be countered by it, so I'm left wondering why those buttons are in the game in the first place. As for the boss fights, I'm not really a fan of these ranged attacks that have markers appearing on the ground; it might work well in 3rd person where you can see slightly behind you, but in 1st person perspective it's quite easy to accidentally back into an attack you didn't see and taking massive damage for that.

Anyway, that was a lot of complaining and ended up being more harsh than intended. Despite the issues (some of which are subjective anyway) the game does feel pretty polished already and is good fun for a while.

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I was about to report the same issue as below but you fixed it already, so instead I have a heap of other issues I ran into with the updated 1.1 version (Linux):

  • After you return from the cave with the data chip, the game gets stuck in the following cutscene on the screen with the message from god of binary; time is still passing but there's no way to advance the cutscene, so the only way out is forcibly quitting the game, which leads into the next issue:
  • After quitting the game and restarting, the story continuity is broken as Kat behaves like you haven't gone to the cave yet, but the data chip is already in your inventory so there's no way trigger the bugged cutscene again.
  • Continuing to the east, passing over the spot with breakable ground seems to trigger a cutscene but the game gets stuck again; black bars appear around the screen but that's all that happens, and there's no way to regain control
  • There's an odd, invisible platform right above the starting spot when you load the game, if you fall on it you very briefly enter the standing state and then fall through it.

I've deleted the save and settings folder multiple times, and all these issues seem consistent. Not sure if there's anything new gameplay-wise as these issues won't allow me to progress. Somehow the game feels a lot more buggy than last demoday.

Also, a small quality-of-life complaint about the prompt to look around with the right stick; I use a keyboard for games but because of a software called SC-Controller, I have a persistent fake 360 pad "attached". It'd be nice to have keyboard prompts show up even with a controller available, ideally by detecting which device the player is using at the time, but a right stick / shift key -prompt would be fine too.

  1. I think this is the 4th time, I started following the game after the first native Linux builds, 0.62 in DD19 I think? Pretty sure I was the one to request the port back then.
  2. About 1 hour maybe, I wanted to clear the game but died a few times at first and then got almost killed at a boss and had to use some cheesy strats to beat it, which took some time.
  3. After clearing the game, as in getting to the sandbox level at the end. Will probably play a bit more later to unlock at least one of the other breeds, as they seem to be locked again.
  4. I think there's more freedom in the creature design now. Before the change I was usually placing that one obligatory eater somewhere safe, usually the rear, and ignoring the skills they provided in fights, as losing the eater would often result in a situation where you'd need to break down your creature (usually mid-combat) just to be able to eat again. With the new changes you're free to place them wherever you want, or where you need those special defensive skills they provide, like protecting your melee combat zooids with electricity and such. Overall it's a positive change, though the eating part feels like a secondary function now, so the name "eater" feels now a bit misleading maybe.

Yes, this seems to fix it. The rest of the game also seems to work fine without issues, though I'm seeing some minor glitches in the menu button borders.


Also, I tried testing the game on some other (older) systems, but the game refuses to launch, producing the error: Illegal hardware instruction (core dumped).

Getting invisible menus on Linux / Radeon RX480 / Mesa 18.1.3 because of shader compilation error:

Error compiling fragment shader: src/shaders/text_frag.glsl
0:15(33): error: sampler arrays indexed with non-constant expressions are forbidden in GLSL 1.30 and later

The game's starting to look and feel really polished. Nice work. I like how you've changed the eating, it's a lot less of a chore now.

One issue I ran into was a nearby enemy regenerating parts managed to get tangled into me, and the only way to fix the mess was to use the growth mode to move my parts. You should probably be a bit more strict with when and where parts can be regrown.


The physics seem to be highly framerate dependent; forcing vsync off (resulting in about 160FPS on my system) made the character slippery enough to move around just by waving the mouse, while extremely low framerates made her unable to move at all. Additionally, pressing esc to pause the game and then resuming occasionally makes her shoot high into the sky.

This is gonna be one negative post, but here are some things I think could use some improvement.

I played through 100 waves, though around wave 30 I already felt like I had seen everything. The difficulty never really ramps up, the waves got longer but not any more difficult. I spent the last 40 waves walking around and deploying turrets without firing a single shot myself.

The upgrade system could use some balancing, right now it feels like maxing damage first is the clear best choice, while health is pretty useless.

Turrets should actively look for better targets instead of switching only when their last target has died. This is especially an issue at the beginning of a new wave, when all the turrets lock onto the enemy that was spawned first, and if that happens to be on the other side of the screen then they'll waste a lot of time doing nothing until that enemy is dead.

Some other things to note, the option to buy ammo should also get cheaper if you're only missing less than one clip instead of letting you waste money. Also, replenishing all your ammo when you're all out also reloads instantly. Not sure if this is intentional, but it lets you deploy turrets a lot faster than usual.

Finally, I started experiencing some framerate issues after wave 90 or so, with CPU use at a constant 100%. Might want to check if everything is cleaned up properly when destroying objects and such.

https://a.kyouko.se/fmchhk.dat

This is the playerInfo-dd20.dat, I think that's the only relevant file?

Yes, I have a 1920x1200 monitor. Also, if you want the save file from my other issue I still have a copy of it, if you want to look more into that too.

The Linux port is much appreciated. I have some feedback to give now.

I like the platforming mechanics you're going for here, though they feel a bit janky perhaps. Having only two jump heights instead of finer control, and the dash killing all momentum, even when done downwards, are pretty odd design decisions. Also it feels like the dash loses its wall breaking properties a bit early, making me bump into walls instead of breaking them. Especially getting down to the debug room I ended up just dropping back on the breakable tile a few times. Besides these, I like the game so far, though there's not much content to play around with yet. Also assuming a good portion of the graphics are placeholders still.

I ran into a couple of issues too while playing. The game doesn't seem to like running at a 16:10 resolution, instead in fullscreen it renders the 1920x1080 game canvas in the middle surrounded by blinking bars of some corrupted garbage from video memory or something.


Another and more severe issue, I seem to have managed to partially corrupt my savefile, whenever I start the game and check the messages on the phone, the game freezes and starts consuming massive amounts of memory, until I either kill it or my OS does it for me to avoid a complete system crash. This doesn't happen on a fresh save though.

I haven't used Unity myself but I think you need to export it separately for different platforms, or at least manually enable exporting to them somewhere. It should produce different binaries for all the platforms, for example the Linux executables will have an .x86 or .x86_64 file extension I think.

Please do not mark Windows-only files as multiplatform. I did give it a try in Wine since I had already downloaded it, but was greeted by a black screen.

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A quick bug report on the Linux version instead of any actual feedback, sorry. Selecting Usherbot's stage breaks the game, leaving the selection blinking forever, with an endless wall of errors repeating on the command line - see pic:

EDIT: I just noticed the background parallax issue was already known, so removed that part of my report

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Is it just me or has the run speed been toned down too? It finally feels reasonable instead of making you run headfirst into wallspikes. Anyway, here's a bunch of things that caught my attention:

  • The turtles reset their annoyance timer the moment you jump off their backs, so you can just keep tapping that jump key to be able to ride one for as long as you like
  • Holding the run key makes you unable to perform an airjump (not sure if intentional, but if it is then it can be circumvented by briefly releasing the key before pressing jump)
  • Personal opinion, but I feel you should be able to do an airjump after falling off a ledge too, and not only from a jump
  • There's a small spot in the main menu screen where you can hit both resolution and controls at the same time
  • I managed to get semi-stuck below a ledge, though pressing down released me. See pic:
  • Running sometimes allows you to tunnel through spikes and grab the wall behind them, though there's no way to get out without dying

Well, this turned out to be mostly a bug report, but hopefully it'll be useful. I'm enjoying the game so far and the art is super cute, although I must say I'm not a fan of the 30fps limit, especially in a fast precision platformer like this.