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Rexx Deane

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A member registered Mar 25, 2020 · View creator page →

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I purchased this some years ago on GOG but recently had a problem on Linux with the audio not playing after the latest Debian update. I'm hoping these fixes can be employed by the developers in future builds so users don't have to struggle with it.


I heard that patching the sound libraries can fix it, but I struggled to find instructions on how to do thise, since the command mentioned in the console error log isn't present in the latest debian. Here's what I did to fix it:

Download an execstack package from below:

https://snapshot.debian.org/archive/debian/20200413T201859Z/pool/main/p/prelink/

Go into the wildermyth/game/lib folder

You'll see a file called fmod-jni.jar

Extract the archive, which will create a folder (fmod-jni)

Enter that folder, then go into fmod_runtimes

You'll see three .so files:

libfmod.so

libfmodstudio.so

libfmodJNI.so

I found I needed root permissions to run the command but that may not be necessary, but I did:

su root

sudo su

and then ran execstack -c on each of those:

execstack -c libfmod.so

execstack -c libfmodstudio.so

execstack -c libfmodJNI.so

I then opened the fmod-jni.jar in the wildermyth/game/lib folder with an archive explorer and copied the patched versions of those libraries back into the fmod-jni.jar file (which is just a zip with the extension renamed to .jar - so you can probably just recreate the file.

After that, I made sure the temporary copy of the libfmod.so files were not left behind to conflict, so I deleted the /tmp/jnigen folder

I suspect the developers should probably do this on future packagings of linux versions.

Ahh, thanks. At least it's a mistake I'll only make once!
Loving the tension and feel of the game. I've jumped out of my skin several times when encountering a robot I didn't expect. Brief forays outdoors really add to the atmostphere, with the droning of the large transporters flying overhead - and launching robots at you while you're on a tower, too!

I just downloaded Tea on Sidequest - appreciative of the stationary gameplay mode, since my lounge it too small to use the walkaround version. As an aside, is it possible to move an upgrade from one hand to the other? I accidentally installed the shield on my right hand, but being right-handed, that feels unintuitive for me and I can't for the life of me work out how to put on a different hand after claiming it.

This looks interesting, and I'm going to try it out soon. I almost missed it though, and only found it because it was linked to from The Impossible Crypt (prototype). Maybe add Oculus Quest to the tags?

I didn't realise the demo was just the one area (I hadn't spotted the 'buy full game' sphere off to the right) so as soon as I noticed, I bought it. Looking forward to any future updates, still adoring the textureless graphics style, and really glad you went with that option - it adds a nice solidity without the potential for distraction by textures that happens with some games.

I quite enjoyed the demo (I died before completing it) and the turn based nature lends itself to VR quite well, provided you take time to look around to stop yourself getting attacked from behind.

My only complaint is the controls, which seem backward (and was almost impossible to get used to); all other games I've played use the left stick for movement and the right for turning. This ended up with me running sideways into walls quite often wasting turns during combat. An option to switch the stick functions around would be useful.

I've only played this for about 20 minutes so far with my partner, but already love the style and puzzles. (Oculus Quest 2)

It would be great to see this done as an android version.