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nathmate
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Recent community posts
Same for me, same result on chrome. Console output is complaining about my GPU not supporting shaders. The GPU is a NVIDIA GeForce GTX 1060 6GB.
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [UnityMemory] Configuration Parameters - Can be set up in boot.config
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-bucket-allocator-granularity=16"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-bucket-allocator-bucket-count=8"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-bucket-allocator-block-size=4194304"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-bucket-allocator-block-count=1"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-main-allocator-block-size=16777216"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-thread-allocator-block-size=16777216"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-main-allocator-mimalloc-enabled=1"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-gfx-main-allocator-block-size=16777216"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-gfx-thread-allocator-block-size=16777216"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-cache-allocator-block-size=4194304"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-typetree-allocator-block-size=2097152"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-profiler-bucket-allocator-granularity=16"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-profiler-bucket-allocator-bucket-count=8"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-profiler-bucket-allocator-block-size=4194304"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-profiler-bucket-allocator-block-count=1"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-profiler-allocator-block-size=16777216"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-profiler-editor-allocator-block-size=1048576"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-temp-allocator-size-main=4194304"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-job-temp-allocator-block-size=2097152"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-job-temp-allocator-block-size-background=1048576"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-temp-allocator-size-job-worker=262144"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-temp-allocator-size-background-worker=32768"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-allocator-temp-initial-block-size-main=262144"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-allocator-temp-initial-block-size-worker=262144"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-temp-allocator-size-audio-worker=65536"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-temp-allocator-size-cloud-worker=32768"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-temp-allocator-size-gfx=262144"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 "memorysetup-remapper-allocator-initial-capacity=32768"
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 CodeReloadManager initialized
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Input System module state changed to: Initialized.
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Physics::Module] Initialized fallback backend.
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Physics::Module] Id: 0xdecafbad
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Loading player data from data.unity3d
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Initialize engine version: 6000.6.0f1 (f7f8ed4d1e24)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [EntityIdStore] init: page-table path, blockCount=1048576, entitiesPerBlock=256, top-level=8388608 bytes, sizeof(Block)=4128 (lazily allocated per committed block)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Subsystems] Discovering subsystems at path UnitySubsystems
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 NullGfxDevice:
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Version: NULL 1.0 [1.0]
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Renderer: Null Device
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Vendor: Unity Technologies
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Physics::Module] Selected backend.
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Physics::Module] Name: PhysX
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Physics::Module] Id: 0xf2b8ea05
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Physics::Module] SDK Version: 4.1.2
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Physics::Module] Integration Version: 1.0.0
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 [Physics::Module] Threading Mode: Multi-Threaded
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Unsupported: 'Shader Graphs/EncodedAnimation' - All subshaders removed
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Did you use #pragma only_renderers and omit this platform?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 If subshaders removal was intentional, you may have forgotten turning Fallback off?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Shader Graphs/EncodedAnimation shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Hidden/Universal Render Pipeline/Sampling shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Hidden/Universal Render Pipeline/Stop NaN shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Hidden/CoreSRP/CoreCopy shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Hidden/Shadow2DShadowGeometry shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Sprites/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Unsupported: '2DxFX/Standard/ColorRGB' - All subshaders removed
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Did you use #pragma only_renderers and omit this platform?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 If subshaders removal was intentional, you may have forgotten turning Fallback off?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 2DxFX/Standard/ColorRGB shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Unsupported: 'Hidden/Universal Render Pipeline/FallbackError' - All subshaders removed
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Did you use #pragma only_renderers and omit this platform?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 If subshaders removal was intentional, you may have forgotten turning Fallback off?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Hidden/Universal Render Pipeline/FallbackError shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Unsupported: 'Hidden/Universal Render Pipeline/ClusterDeferred' - All subshaders removed
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Did you use #pragma only_renderers and omit this platform?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 If subshaders removal was intentional, you may have forgotten turning Fallback off?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Unsupported: 'Universal Render Pipeline/UnlitWithZWriteOn' - All subshaders removed
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Did you use #pragma only_renderers and omit this platform?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 If subshaders removal was intentional, you may have forgotten turning Fallback off?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Universal Render Pipeline/UnlitWithZWriteOn shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Custom/UnitInstancedDynamicShadow shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Hidden/Light2D shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 ERROR: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Hidden/Shadow2DShadowSprite shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Unsupported: 'Hidden/Universal/HDRDebugView' - All subshaders removed
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 Did you use #pragma only_renderers and omit this platform?
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 WARNING: Shader
80d7b6ea-9ce9-41c5-b10a-127655487b7a:2 If subshaders removal was intentional, you may have forgotten turning Fallback off?
ERROR: Shader
Hidden/Universal/HDRDebugView shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/Bloom shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Custom/UnitInstanced shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/SubpixelMorphologicalAntialiasing shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/LutBuilderLdr shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/LensFlareDataDriven shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/LensFlareScreenSpace shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Shadow2DUnshadowGeometry shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/ComputeScreenSpaceReflection shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/UIBackdropFilterComposite shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/StencilDitherMaskSeed shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/TemporalAA shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/FinalPost shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/CameraMotionVectors shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/ShadowProjected2D shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/Debug/DebugReplacement shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/CopyDepth shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Shadow2DUnshadowSprite shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader
Hidden/Universal Render Pipeline/UberPost shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Very polished, well done. Reminded me of Uncle Chop’s Rocket Shop. The integrated hints in the gadget graphics is super clever.
The embed was a bit too big for my 1080p screen as well, didn’t affect gameplay just gave me some annoying scroll bars. imo “Click to launch in fullscreen” is a better option for large resolution web games.
Gary Gadgetson.

I found the “How to Play” wall of text was a bit rough, breaking it into dot points might have helped. Some of the info was repeated once you start playing as well.
Cool to see a take on the classic Whodunnit, a pretty straightforward interpretation of the theme but hard to design a game around, I imagine. The “I don’t know” answers kind of muddied the true-false concept, and I couldn’t find any reason to trust or distrust the alibis
I always like seeing mixed media games, they’re very charming.
I’d say each round starts a bit slow, the version of liar’s dice I play with friends we have the initial X-Y bid have X equals to at least the number of players.
Dialling in your bid was also a bit awkward, two dials for X and Y would be a bit more clean.
Lastly losing dice when your bluff is called or you make an incorrect guess is a bit of a deathspiral, as you have even less certain information to work with for subsequent rounds.
I found the hitboxes a bit small\confusing, the letter getting picked up through the stamp, for example. The mistake list also didn’t stay on screen long enough for me to be able to read it. Day three I made several mistakes and it seemed to bug out day four, I didn’t get any instructions and the stamps weren’t interactable.
Otherwise a solid Papers Please clone, captured the feel of the dystopian government well.
Yeah it was intended to be 720p. I’m not sure how you got the itch embed bigger than that tbh. The difficulty is a bit random level-to-level, due to what tasks appearing in what order and their outcome all being randomised. Perhaps it would’ve been better to have it all deterministic but we were designing as we went.
Agreed with others the minigames were a bit confusing, though I usually figured them out after a few tries. Something like a three-two-one countdown timer with controls and instructions on screen. Games did repeat a bit, then I’d suddenly see one I’d never seen before. Maybe make a list of all of them, shuffle it, and progress through the list instead of just picking a random minigame each time?
A party of incompetent adventurers helping each other is a nice positive spin on the theme.
Nice art. Everything had a bit of a art house feeling to it. The gameplay sections I just spammed shooting the letter since it was fun to just have the others bounce around, and it got me one word or another pretty quickly.
I found the shaders a bit distracting. I know you there’s a slider for them in the settings but an example of what they actually looked like there would make it easier to adjust it.
I had a technical issue playing through wine, with monster potraits and some text symbols in the dungeon appearing as tofu. I had a similar problem with godot making my game, not realising it was using system fonts and that you need to export a font which supports special symbols if you’re using them in-game.
Examples:

Seems like a very ambitious game. I’d mostly say the combat log ought to be more detailed and prominent, and character stats should be visible during combat to be able to make more informed choices about what ability to use.
Really cool concept, Conway’s Game of Life meets Terra Nil.
The wind being a set condition for each map makes it rather difficult to visualise exactly how things are going to play out, I found myself just raising\lowering a corner of the map a lot of the time to step through the simulation.
It’d be nice to know what else gives points other than crocs 🐊. Or what the maximum score for each level is, I got the impression there was a “solution” to each.
Impressive sandbox engine for a jam game. The level editor being integrated into the gameplay I thought was interesting, but it does trivialise all the puzzles. It feels like it's begging for a "meta" puzzle, where there's some restrictions on the editor itself, or you need to exploit some feature of it, in order to solve a normally unsolvable puzzle.
Interesting concept, though often when caught by the giant I'd immediately swap back, maybe a small 'invincibility' timer would help. With the line-of-sight mechanic it seemed like this was intended to be a stealth game, which would be challenging to design to be fun from both sides, but I like the idea.
> Skibidi Tuvalet
I see some things transcend language

Capitol seems a bit OP.
Lightning in a Bottle seems bugged, it doesn't cooldown and stays locked.
It'd be nice to have a bit more direct control over what you'll draw, as some "common" buildings (fields, apple orchards) are useful for combos later on.
It seems like there's certain 'chains' where by placing one building you unlock others (e.g. placing a windmill will give you wheat fields), but if you try to have as few of these 'chains' active as possible you increase the chance of getting buildings that synergise with your existing ones. I like the idea, it just feels a little obtuse when your only other form of hand management is limited rerolls.
A related UI bug, you can select a building then reroll the hand, and still can place the building from the 'old' hand.
Cool game, I had fun.
Very cool game, a strong design with nice polish.
Not being able to totally 'choose' what deck you play with game-by-game is a bold choice. It prevents strict meta-decks from emerging and forces you to come up with a different game plan every game. It feels extra nice when you get a game with a killer combo. On the other hand it makes the game feel slightly more weighted towards luck than skill, but whether that's good or bad is a matter of personal taste.
The art and theme I thought was a bit weak at first, but it's grown on me. Kudos for crediting every photographer!
Having to grind games to unlock cards is a bit annoying, but I'm going to play the game that much anyway, so I don't mind being drip-fed content.
Again; a really deep, fun, and polished game.
Neat idea, but quite difficult. Is there actually a win condition? I thought enough states getting independence might be it, but couldn't achieve it. I believe the actions overall are net negative in cooperation, so it's always a matter of time until you lose.
While visually interesting the map doesn't seem to actually serve any purpose, I guess it's also thematically relevant to the "anti map-painting" premise.
Nice Easter egg that only Poland has its name unchanged for a Polandball game. And I had quite a funny moment when the first choice was Ardoirre asking for their 700k back.
I liked this a lot. The opening cutscene and blood splatters for dead pieces are particularly nice touches. The risk-reward of trying to kill as many of your own pieces as you can without losing so many that you can't also take all the black pieces is very fun.
That the black queen will happily kill the white king is kinda funny and can make the endgame a bit tricky, though the AI seems a bit random in how aggressive it is.
A small UI thing, the "possible moves" highlights don't show enemy pieces you can take, I didn't realise the king has the queen's moveset at night initially because of this.














