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A member registered Jan 21, 2018

Recent community posts

I really enjoyed this, but could you add in coyote time? I died a bunch because I didn't hit the jump button quite soon enough, which was more frustrating than fair.

Also, you used the same symbol for L and I, had no clear letter separators (deciphering 'ARMAGED', specifically 'RM', was very tricky), and cut off words at the end of lines. Credit where it's due, you did put spaces between words, but I feel like transcribing those would have made it lose its feel.



Deciphering those pages at the end was so hard. I'm glad I did, though...

I'm sure you've been told this a thousand times already, but this game is good and thank you for making it! Being able to turn the rest of 「THE WORLD」on and off is always fun. I kinda want to see what it looks like from an outside perspective, like the player shooting a bullet and then suddenly appearing on top of it, but I can't think if an elegant way to do that. This game is simply already to lovely to reduce it by adding more.

Highscore: 456. I managed to get the ball & paddles in what seemed to be a closed loop, until it wasn't. Not entirely sure if the loss was because the loop wasn't quite perfect, or the ball just clipped through the paddles. Either way, definitely a cute little game.

looking forward to whatever else you create! I really like your artstyle, and there are never enough GL stories out there. thank you for making these!

Ahh this was cute and fun and gay!!! I don't know much about otome games but between this and My Next Life as a Villainess: All Routes Lead to Doom! I've come to appreciate them indirectly :3

This is really fun, but the pressure needs to be toned down a little. The Understanding -> Execution barrier is high enough to stress me, and the fact that you don't always see the whole puzzle can be frustrating. I would suggest putting the beat on hold when you're on a yellow circle, and having a "zen" option where you don't need to worry about timing (have a "wait" button to skip a beat that hasn't been chosen yet). But that's just my perspective. Regardless, hoping for more!

Oh, that was cute and fun! The rules were simple enough, and the space was constrained enough that exploring it was reasonable. Thank you!

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Definitely late to the party, but this game has crashed twice on me (on Linux -- thanks for supporting that, by the way). Bug report is

Runtime exception!
    at ld33.state.GameState.loop(
    at ld33.state.MenuState.onButtonPressed(
    at core.state.State.eventLoop(
    at ld33.main.LD33Main.main(

Both times this happened, I had a lot of vamp minions. Dunno if that's relevant.

Also, the file "Dusted.wav" is referred to in the code as "dusted.wav" (a different bug that I "fixed" by renaming the file).

That aside, this is certainly a fun game! I've seen the premise before, and this is a very nice realization of it.

The directory contains the "WAKER - Linux 0.6.x86" executable, the "WAKER - Linux 0.6_Data" folder, and an additional "__MACOSX" folder that probably isn't supposed to be there (but also probably isn't breaking anything by itself).

Here's the full log:

Error loading /home/toricon/Mine/Games/WAKER/WAKER - Linux 0.6_Data/Plugins/x86/ cannot open shared object file: No such file or directory
Desktop is 1366 x 768 @ 60 Hz
Invalid initial resolution 1 x 1 - forcing to 100 x 100
Initialize engine version: 2018.2.9f1 (2207421190e9)
GfxDevice: creating device client; threaded=1
Renderer: Mesa DRI Intel(R) Ivybridge Mobile x86/MMX/SSE2
Vendor:   Intel Open Source Technology Center
Version:  4.2 (Core Profile) Mesa 18.0.5
GLES:     0
 GL_3DFX_texture_compression_FXT1 GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_trinary_minmax GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_object_purgeable GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_lo
cation GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_d
raw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_que
ry GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB G
L_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robustness GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.2 graphics device ; Context level  <OpenGL 4.2> ; Context handle 169114128
Begin MonoManager ReloadAssembly
- Completed reload, in  0.514 seconds
Default vsync count 0
requesting resize 1 x 1
requesting fullscreen 1 x 1 at 0 Hz
Setting up downscaled viewport at 1 x 1
Desktop is 1366 x 768 @ 60 Hz
Failed setting thread niceness (priority) to 0 due to EACCES (errno 13) violation. Lowering niceness (raising priority) requires CAP_SYS_NICE or superuser.
(Filename:  Line: 127) UnloadTime: 1.381000 ms
0: Filestream closed (deserialisation).
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43) 0: Filestream closed (deserialisation).
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43) 0.5
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43) Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 1.357000 ms Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 629.
Total: 1.662000 ms (FindLiveObjects: 0.346000 ms CreateObjectMapping: 0.025000 ms MarkObjects: 1.280000 ms  DeleteObjects: 0.010000 ms) 0.5
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43) Setting up 2 worker threads for Enlighten.
  Thread -> id: d99ffb40 -> priority: 1   Thread -> id: d91feb40 -> priority: 1

Running Linux, when I launch the game the screen is just black (though audio & input works - just not visual output). When I launch from the terminal, I get the error message in the title.

this is a good comic

I want to say more, but that pretty much covers the important stuff, I think

thank you for making this

Thanks! I tried this and it worked. But could you mention the required libraries in the readme? It gave me the impression that I shouldn't have needed to install any libraries (which was, as it turns out, incorrect).

(1 edit)

There wasn't one of these threads already, and I have a bug, so here we go.

On Linux, when launching the game from terminal, I get the error message "./rwia: error while loading shared libraries: cannot open shared object file: No such file or directory". Is this something that I'm supposed to have installed that I don't, or something that needs to be fixed?

(1 edit)

Level Avalanche is still built incorrectly. It has "WALL IS STOP", but no actual wall tiles. It has cliff tiles and "CLIFF IS NOT FALL" though, so that's probably what you meant.

Edit: Stardrop and Meteor Strike can be cheesed with "BELT IS S T A R IS FLAG". You can finish "S T A R" right next to a belt, and there's two turns before "FLAG IS WIN" is disrupted, exactly enough for belt to to star (and then flag).

So excited that part 5 came out! But I'm on Linux now, and can't play it. Is there any chance of getting a port?

Cardhoard community · Created a new topic 6-box combo

I managed to get one! The trick is to break the stack before the skull block arrives. Sadly, the sixth box gives 2500 points again, like the fifth box, so there's not much gained from doing this, and the skull block crushes you immediately afterwards, so I wouldn't recommend doing this.

Update: I have managed to achieve a full stack of skulls with a score of 0 points! It wasn't that hard, but was fun to try anyway.

I followed you for this game! It is clever, fast, and fun. Thanks for making it!