Switching colors didn't really work for me but the concept seems cool. Works fine on my Arch Linux x86_64 install
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@kentarospin98 @atolVerderben @solazdev thanks for the feedback, now that you mention Initial D, that would really fit. :D
The D in SpaceD actually comes from the D Programming Language (the language the game is made in)
Nice little game but using the mouse for dragging seems a bit of a poor choice because you can move the mouse so quickly, these things will never catch you if you just do a quick stroke down to half the field, you just repeat this a lot until you win each level, I got to level 20 and then quit
441MB... So why exactly did you include every python library in existance as well as blender? It doesn't even run:
./veelancer: error while loading shared libraries: libpython3.5m.so.1.0: cannot open shared object file: No such file or directory
- $ snap run jumper_0.1.0_amd64.snap
- error: cannot find current revision for snap jumper_0: readlink /var/lib/snapd/snap/jumper_0/current: no such file or directory
I really dislike that it forces itself into fullscreen mode even though I set it to 640x480 windowed mode, gameplay doesn't really seem interesting considering this is 70MB (!!) Maybe some clues what the player should do would have been useful
Quite complicated UI and I couldn't see any streets/buildings when playing either. I didn't really see anything to do actually because everything was white and there were just that drop down button with one letter in it that just revealed more letters and a Main button above that.
Really nice effects and audio but how is this nearly a quarter of a GB, normally a game like this would have at most a fifth of that size... Sometimes I clicked the pause button instead of the particles too because they were so small and the pause button so big
Doesn't start (ArchLinux),
- $ bash start.sh
- In file included from .//init.c:18:
- /usr/include//stdio.h:34: error: include file 'stddef.h' not found
- [/home/uso/yirl/core/game/game.c: ygLoadMod : 355]
- Error when loading 'init.c': (nil)
- [/home/uso/yirl/core/game/game.c: ygParseStartAndGame : 543]
- No main widget has been set.
- see documentation about starting_widget
- or set it manually with "ywidSetMainWid()"
Dependencies for arch users: yaourt -S lib32-gconf lib32-nss
I clipped out of the map once because of the speed powerup, the walls in general seem a little unstable/easily passable:
The game was pretty fun though and I liked the simple graphics. Controls felt a bit buggy because when only holding down after holding right it would still go diagonally down right for a while
You forgot to mark the game as executable, but that isn't such a big problem I guess. The game seems pretty empty though, It's just a ball bouncing around, no objective. In your screenshots I see more levels but I never got any other level than just the plains. It looks quite nice but for this simple thing I wasted 100MiB?! You seriously have some problem with your dependencies/assets.
I really enjoyed the music, it fits very well into the game and it looked pretty decent too. Controls were a bit chunky because it doesn't grab the mouse so you always have a problem when you reach the window border and it was a bit hard to aim with that. It's a maze game so there isn't all that much content I guess, some decorative props/obstacles would have been cool. But why is this simple game 70MiB?! So much wasted hard drive space, I can't possibly think that you really need all those files you included.
Uh it's really only a quick prototype for a game jam so it doesn't really have a lot of content and I don't think it's worth making a video about it. Well it contains a level editor and uploader right now but it isn't really the prettiest code yet. And there is one easter egg I don't think anyone will find so soon except if they watched my stream while I made it or read through the code. So no thanks, I don't think the game is in a state that I would want to advertise yet.
As for the software/libraries I'm using: