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SkyCharger

650
Posts
20
Topics
5
Followers
A member registered Jul 14, 2016

Recent community posts

One of the jumps is currently impossible due to requiring quicker reflecting than the (apparent) delay between reflections allows. (by the time the second reflection is possible the player has already fallen below the target platform) 

or the platform in question lies on the wrong layer of reflection

game locks up on death. (need to reload page just to restart level 1)

lightning round doesn't work. (that or it fails to clear the field after the player presses enter)

finished without injuring any of the foes (or injuring the first host further) on second try.

keeps locking up on load.

camera doesn't keep focus on cactus, impossible to see where one is moving.

fails at load:

c2runtime.js:15558 Uncaught TypeError: Cannot read property 'poly_pts' of undefined
    at new pluginProto.Instance (c2runtime.js:15558)
    at Runtime.createInstanceFromInit (c2runtime.js:5605)
    at Layer.createInitialInstances (c2runtime.js:8897)
    at Layout.startRunning (c2runtime.js:7950)
    at Runtime.go_loading_finished (c2runtime.js:4947)
    at Runtime.go (c2runtime.js:4701)
    at c2runtime.js:4759
pluginProto.Instance @ c2runtime.js:15558
Runtime.createInstanceFromInit @ c2runtime.js:5605
Layer.createInitialInstances @ c2runtime.js:8897
Layout.startRunning @ c2runtime.js:7950
Runtime.go_loading_finished @ c2runtime.js:4947
Runtime.go @ c2runtime.js:4701
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759
requestAnimationFrame (async)
Runtime.go @ c2runtime.js:4759
(anonymous) @ c2runtime.js:4759

while the arrow-keys also work for running and normal jumping, I'd like it if they work for the other moves.

End of level 2 (3rd overall) doesn't seem to transition to the next level. (or it should report that we have reached the end of the playable content.)

solved it out of order first time around.

error is repeatable, only need to grab green bottle from second foe.

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
uncaught exception: abort(51) at jsStackTrace (B&R WGL.wasm.framework.unityweb:2:15140)
stackTrace (B&R WGL.wasm.framework.unityweb:2:15311)
onAbort@https://v6p9d9t4.ssl.hwcdn.net/html/1686278/B&R%20WGL/Build/UnityLoader.js:4:932...
abort (B&R WGL.wasm.framework.unityweb:2:452455)
wasm-function[34568] (B&R WGL.wasm.framework.unityweb:9723641:1)
wasm-function[15570] (B&R WGL.wasm.framework.unityweb:6162869:1)
wasm-function[18860] (B&R WGL.wasm.framework.unityweb:6698685:1)
wasm-function[22773] (B&R WGL.wasm.framework.unityweb:7450439:1)
wasm-function[22772] (B&R WGL.wasm.framework.unityweb:7450408:1)
wasm-function[30445] (B&R WGL.wasm.framework.unityweb:9041238:1)
wasm-function[17504] (B&R WGL.wasm.framework.unityweb:6566279:1)
wasm-function[34482] (B&R WGL.wasm.framework.unityweb:9721886:1)
UnityLoader["93ba89e4a2a2f9850e4d7f4ef26feaf8"]/dynCall_iiiii [Module.dynCall_iiiii] (B&R WGL.wasm.framework.unityweb:2:432590)
invoke_iiiii (B&R WGL.wasm.framework.unityweb:2:328998)
wasm-function[32434] (B&R WGL.wasm.framework.unityweb:9349161:1)
wasm-function[32849] (B&R WGL.wasm.framework.unityweb:9417510:1)
wasm-function[2720] (B&R WGL.wasm.framework.unityweb:1301704:1)
wasm-function[2719] (B&R WGL.wasm.framework.unityweb:1301556:1)
wasm-function[7772] (B&R WGL.wasm.framework.unityweb:3223819:1)
wasm-function[7756] (B&R WGL.wasm.framework.unityweb:3218296:1)
wasm-function[10278] (B&R WGL.wasm.framework.unityweb:4431345:1)
wasm-function[10277] (B&R WGL.wasm.framework.unityweb:4430603:1)
wasm-function[8547] (B&R WGL.wasm.framework.unityweb:3557382:1)
wasm-function[7861] (B&R WGL.wasm.framework.unityweb:3258931:1)
wasm-function[7861] (B&R WGL.wasm.framework.unityweb:3258952:1)
wasm-function[7855] (B&R WGL.wasm.framework.unityweb:3255801:1)
wasm-function[7850] (B&R WGL.wasm.framework.unityweb:3250003:1)
wasm-function[34496] (B&R WGL.wasm.framework.unityweb:9722448:1)
UnityLoader["93ba89e4a2a2f9850e4d7f4ef26feaf8"]/dynCall_v [Module.dynCall_v] (B&R WGL.wasm.framework.unityweb:2:440143)
browserIterationFunc (B&R WGL.wasm.framework.unityweb:2:125588)
runIter (B&R WGL.wasm.framework.unityweb:2:128680)
Browser_mainLoop_runner (B&R WGL.wasm.framework.unityweb:2:127125)

(1 edit)

It looks interesting, but while the camera replicates the player's movements it does this at a much smaller scale, leaving the player outside the view most of the time and the game itself practically unplayable.

edit: seems the problem was due to a loading-glitch.

need button for switching between weapons.

The magnet's depicted angle doesn't seem to match up with its magnetic angle. (too many cases where a minor turn to increase speed for a jump resulted in a straight (and completely nonsensical) launch to the bottom)

(1 edit)

game doesn't load.

edit: game takes a LONG time to load without any progress report.

monster dialog doesn't have a speech-bubble resulting in white on sky-blue text, rendering the text practically unreadable.

level 8 seems to be too zoomed in (behavior suggests (possibly key-)objects outside of visible area)

level 5 also has hidden spikes (or so it seems)

(1 edit)

how to activate the clone after summoning it?

i've tried both waterfox (at home) and chrome (at work)

(1 edit)

just tried it again, it closes only once out of ten times (and even then it immediately opens back up again)

inventory doesn't close.

when falling into a spike pit the death-sequence ends with the character still being in the pit, rendering the game unplayable without having to reload the whole thing.

After jumping over the first spike-pit the game locks up with an IndexSizeError.

Marked counter doesn't reset when starting a new level.

level 9 requires a pixel-perfect jump, but the controls don't allow for pixel-perfect maneuvering, making level 9 practically impossible.

teleporting left-up doesn't work. (the fact that both up and left are active seems to prevent the game from detecting the space-bar is being pressed)

sw.js:190 [SW] Error fetching 'https://v6p9d9t4.ssl.hwcdn.net/html/1632408/?144122' (403 )

Based on the difference between the speed shown in the gif and the game as I played it, it seems there is a desync between frame-rate and the wall-jump time-frame (if correct, this would make it impossible on anything that can't achieve the intended frame-rate)

gotten it to lag like hell in only 30 seconds, due to every item produced being represented/rendered individually (you should look into making consolidated representations)

cloud bug: missed a jump from one cloud to the other, second one now active in unjumpable rhythm. (advise: minor difference in rhythm between active clouds and clouds carrying player)

tip: add a reset level key. (one of the levels required going all the way back to the starting edge just to suicide in order to restore the jewel needed to make the final jump.)

the only wall-jumping rhythms the game allows (on my system, at least) for the alternating dropping red-orb shaft do not mesh with the red-orb dropping rhythm rendering the shaft impossible to traverse.

Some jumps require more look ahead than what the view-screen affords.

No, Waterfox.

the way it was formulated made it sound like there would be multiple portals ala Quake 1.

Could you please add lives? (I don't like the idea that the first mistake restarts the entire game)

Secondly, when I jumped on two blue slimes simultaneous (they were crossing each other) it killed me while all the evidence pointed to them being the ones that should have been killed.

first exit portal is in an intraversable area, rendering the game unplayable.

Soft-locked on speechbox that doesn't start. (web-console flooded with XML parse errors for index.html row 6, column 4)