The browser build is broken af. I have a fairly powerful computer and yes hardware accel is on and I'm using a standard, up-to-date, Chromium browser. If issues like this are common enough that you needed to try to cut people off from the start with a warning about "turning on hardware acceleration", something that isn't even the problem here, then the issue with the browser build is 100% something on your end bro. Every time I try to start the game it starts playing some music and then completely locks up EVERYTHING in the browser. All that can be seen is a gray screen that if I wait long enough becomes a screen with some buttons and a box to enter the player's name, but literally nothing on the screen can be clicked or typed into and very quickly the entire browser locks up again. Thank God I know the keyboard shortcuts to force quit a tab otherwise I'd probably have to close the entire browser down to get out of the lock. The gifs of the game look fun and while it's possible that the downloadable build is actually playable, I really don't know how much I care to risk it after witnessing how beyond broken the browser build is.
skdursh
Recent community posts
Why would anyone EVER transport resources by submarine? It's incredibly inefficient and not cost effective whatsoever. The only thing anyone would ever even try to transport by submarine is drugs. Submarines aren't used for transport, they are used for scientific study, warfare and espionage and that is pretty much it.
The story doesn't make much sense. The game doesn't explain or even hint at whatever the reason was that he killed his girl. It doesn't explain what he agreed to do for the "boss", nor does it explain why they wanted only her arm, but left the rest of the body to rot. It also makes very little sense why they would then send the cops after him at the end of it. There are just too many plot holes and too many things unanswered that you're expecting the player to accept without questions. It also relies on the player accepting the magical pill gimmick which are able to, somehow, make him see the dead girl as a robot; it's just not even remotely believable.
It's not horrible by the standards of a first game, but I am annoyed that there are so many slobbering all over you in the comments and telling you how great the game was without pointing out how utterly senseless the story is and I personally don't believe that people grow when all they hear from others is that they are great and have no flaws. A person needs to first learn what their flaws are to know what they need to do to become better and an artist needs to know which areas of their craft are the weakest if they are ever to make a masterpiece.
It looked good and had a good vibe, but the narrative is where you are showing that you are weakest.
Or possibly, just get with the times and download 7zip which has been free since forever and can handle .zip .rar .7z and a whole bunch of other formats? 7z can make archives SIGNIFICANTLY smaller than zip is capable of doing and stubbornly sticking to zip when 7zip is freely available and like less than a MB to download is seriously more of a YOU problem than a problem the developer should care about whatsoever.
What's the point of completely switching engines when the old one still worked fine and the new one apparently just makes it run worse? Like, sticking with the old engine doesn't affect you negatively in any way as you can literally just continue to bundle it together with the actual game. I just don't get it, especially when UZD isn't compatible with much of what you were already using. Just seems like unnecessary and wasted effort.
Standard 16:9 3840x2160 resolution in a Chromium browser. Haven't tested since, but the issue did not resolve regardless of if fullscreened or not and also did not change regardless of how I resized the window. If you are relying on system fonts/settings for graphical projection that might be the issue as I have system font sizes scaled to different values depending on the application being used.
I love your games. Megastructure games are such a interesting niche and there are so few of them so it's sad to see that this one is not publicly available, but if you're still around I would be greatly appreciative if you could send me a copy of this and your other non-public works. Hope you're doing well.
Fun, but a bit buggy and also a bit bs at times. Easy to get tossed into an impossible round if you don't get just the right rewards to work with after the first set. Also, at one point I stepped on a spiderweb and it softlocked the game. My character could not longer walk in any other direction even though the "stuck" round should have been complete. I'd play this again, but I'd like to see it tuned a bit better and game ending bugs like that one fixed up. There was also several times where I collected all of the treasure chests through a set of levels but then only one or two of them would give a reward, which if that is intentional and not a bug actually really sucks.
For the most part it's a fun and well made game, though I do think there are a few things about it that feel, for lack of a better way of putting it, incredibly BS. This might just be an issue with the web version, but sometimes the movement controls lock up for no apparent reason and I'm unable to move my character for about a second or so, usually leading to damage taken that I should not have taken. There are also a few attacks from the boss, particularly those sort of wavy bird shaped ones, where it can drain like half of the health bar in a single hit which is especially irritating when the attack is as unpredictable as it is while simultaneously taking up as large an amount of screen space as it does - I really think attacks like that should be at least a little more lenient and not stack so much damage on the player all at once like it does, maybe by making it its own special damage type that does a specific preset amount of not-half-of-the-healthbar damage and then deactivates if the player connects with it if you don't want to go the route of just introducing temporary invuln frames after the player takes damage. Also, I'm not sure whether or not the downloadable version might already alleviate the following issue, but in the web version it is INCREDIBLY difficult to see where the mouse pointer is on the screen to be able keep attacks targetted on the boss and could REALLY do with a custom reticule which is well-defined and heavily contrasted against the color scheme of all the chaos happening on the screen so it can't be lost in the noise of it all so easily. Similarly, the indicator for where the boss is located when offscreen really shouldn't be the same color as all of the bosses attacks and needs a better constrasting color as it also is extremely easy to lose track of amongst the chaos. Additionally, I feel like the "reload" for the bullet-deflecting scythe swipe could do with a bit of a rework to make it clearer to the player when the cooldown period is over as it was a bit difficult to tell at times when I could use it again. I also think the mechanic would benefit from having the length of the cooldown slightly shortened, as the interim period as it is sort of just felt "off" to me and often made engaging with it more frustrating than it was rewarding. Overall though I found it to be an enjoyable, challenging, but also a little bit frustrating, game. Definitely something I could see myself picking up when it is complete.
I already have graphic acceleration on. I'm pretty well versed in the ways of the computer. I have 64GB 3333MHz RAM, i7-8700k overclocked to 4.9GHz and the aforementioned RTX 4070 Super. Like I said, the game runs fine when minimized, but at full-screen, at least on the title menu (which is all that I checked after noticing how badly it started going) the frames dropped considerably and the GPU started to QUICKLY overheat (my GPU rarely goes over even 42-47c (about 31-33c when at rest) while playing graphically taxing games and it jumped up to 67c on the full-screen title menu for this). I'm not trying to shame you or anything, but it is highly unlikely that this is an issue with my computer. I've never experienced a problem like this with any other browser game.
For some reason, playing the web version in full screen absolutely tanks the FPS. I have an RTX 4070 Super, presumably capable of crushing this game no issue, and when small it runs stable, only needs to use about 20% GPU, but the second I fullscreen it the frames tank and GPU usage jumps to 100% and starts to quickly heat up. Might want to look into that because people aren't going to be happy if their GPUs start melting.
VKDoom has optimisations in it for Vulcan which are not available in the base GZDoom. The plan is to eventually roll those optimisations over into GZDoom as well, but VKDoom can perform noticeably better on certain systems at the moment. Take for example the WAD "Escape Pod". My current setup is 64GB 3333MHz RAM, an RTX 4070 Super and an i7-8700k overclocked to 4.8GHz. On base GZDoom at 4K in the opening areas of the map I average about 50fps. With VKDoom it hits and mostly stays at my 4K monitor's VSynced cap of 60Hz/60fps.
It really depends on the mod/map. There are an absolute ton of GZDoom works that will grind your PC to a halt. If you don't have a particularly powerful PC, I'd actually recommend you look into the Helion or VKDoom (if your PC has support for Vulcan) engines instead as they are much more optimized for reaching higher fps than GZDoom is, though there will be some mods/maps that are made specifically for GZDoom which use features that only GZDoom currently offers, but the majority of the DOOM-based mods will still work just fine.
Standalone simply means that you don't also need to own the parent game that the mod was originally built off of, which in this case would be Quake. Many authors of such things do include a sourceport along with the release, but not always. For instance there are a ton of standalone Duke Nukem total conversions, but in that community it is very common to NOT include the sourceport as it is assumed that most people playing the mods will have their own copy of eduke set up already. Similarly it is also a common occurance in the DOOM modding community and often you will find "standalone" .ipk3 files which don't require the user to own a copy of DOOM or even FreeDOOM, but you will still need to acquire a sourceport of your choosing first to actually play it.