Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

skdursh

219
Posts
4
Followers
437
Following
A member registered Sep 26, 2020 · View creator page →

Recent community posts

Is this the most up to date version or is "Ultimate Sonic Smackdown"? If it IS "Ultimate Sonic Smackdown", can you please reupload the file, because the GDrive it was on is dead.

Whenever I try to run the web version of this I just get a permanent "Loading..." text. The music starts playing and all, but nothing actually shows up. Using Chromium, no extensions which would interfere and even with them all disabled the issue persists.

I've added it to my wishlist. Hopefully it's as bizarre and cryptic as you are.

Is this game actually available anywhere? It looks very interesting to me.

(1 edit)

What is the "mixed reality" download option? Is there an option to download this in its complete form sans-launcher? I'd really rather just get the files straight up rather than going through some launcher where it will download files from some random location that I don't have much control over.

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.

Looks like exactly the sort of thing that I enjoy. Looking forward to the release.

Why tf are you uploading a PC game that can only be played with an XBox controller?

Was seething about it any more necessary?

I don't get how to catch the fish? I am keeping the bar aligned with them and draining their stamina to 0%, but then nothing happens and they eventually just get away. Cool aesthetic, but really needs a bit more clarity.

Interface needs some tweaking. I can't see the bottom 3-4 tile-lengths of any given screen regardless of how I resize the browser window. I can move the character off the screen into those 3-4 tiles, but cannot see the character when I do so. This obviously makes it quite unplayable for me.

(1 edit)

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.

(3 edits)

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.

(3 edits)

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.

(7 edits)

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.

It doesn't work. If I press the play button to get it started all that shows is a flat gray screen of nothing.

Bruh, I've literally seen you say the exact same thing to like 20 other people so far who participated in Scream Jam. You're literally just going page by page asking people if they want to "collaborate". Stop being insincere and stop being cringe.

(2 edits)

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.

I know that even if I'm right you would still be highly unlikely to affirm it, but I have a lingering suspicion that you were involved in the My House project.

I could have sworn there was a final update with some extra maps in the works for this at some point. I at the very least remember seeing a stream where you were working on it. Have you lost interest in the project or just Doom in general?

You probably need an older version of GZDoom at this point. This released in 2018 so imagine a version like 3.8.2 would probably work.

Not sure what the issue is, but it doesn't produce any sound at all for me.

I am so fkn happy I randomly stumbled on your recent video about how broken the OG Dong Dong is and through that found out about the existence of this project. I can't believe this exists, but I am so very glad that it does. I wonder how viable a competitive scene is for this. It would be amazing if there was some way to integrate this with Fightcade, but knowing  absolutely nothing from a development standpoint about either project I have no idea if such a thing would even be possible without an unreasonable amount of extra work to fit it all together. Regardless, this is amazing.

(7 edits)

Oh cool, so even though my thoughts on your release were overall positive, instead of being reasonable regarding the extremely minor criticism I gave regarding a function that is available in virtually all games, which is a pretty universally expected QoL feature and which, again, has a function for it built into Unity which would only require you to add a few additional lines of code and a basic button to enable/disable it, you decide to seethe and sarcasm-post because you need me to Google something for you.

https://docs.unity3d.com/ScriptReference/Screen.html

https://docs.unity3d.com/ScriptReference/Screen-fullScreen.html Enjoy!

Has the developer of this said or released anything at all in the past year? As far as I can tell the last time they posted anything publicly was over a year ago at this point. Is the project dead? Not sure how confident I feel about "pre-ordering" something with so much silence surrounding it. The demo was fantastic, but allowing a game to be open to preorders comes with a necessary level of transparency and accountabilty that I'm just not seeing here.

The game looks cool I don't at all want to take that away from you and it's obvious you put in effort making this, but dude, you should really learn how to add the extremely basic graphics option to give the player access to fullscreen and windowed modes WITHIN the same build instead of releasing separate builds. It's Unity afterall, the ability to do that is literally already built into the engine.

Skill issue.

Cool game that could desperately use some more lenient movement. Right now it's waaaay too particular that you follow the exact "correct" path around the bends of these tunnels. If you stop just a centimeter short around any turn it won't let you progress until you find the exact correct angle the game expects of you to move that extra little bit needed to continue down the path even though it visually looks to be wide open (Figuratively speaking. Most of the tunnels here really aren't that tight compared to many IRL caves.).

(1 edit)

Considering it's their own fault for not putting in the bare-minimum amount of effort required to answer their own question, i.e. reading a single line of text, then actually I kind of do think they deserve to be insulted for it, as do you and anyone else who defends such blatant laziness/stupidity.

(1 edit)

I don't disagree with your points, but it looks like you're coming at this like it's an actual demo for an actual game, but it's not an actual demo for a game, it's a tech demo, i.e. a sort of playable "toy" meant to demonstrate engine capabilities and featuring something vaguely put together which may at some point turn into an actual game. It's meant to show off the engine's realtime fractal geometry and general ambience; the pseudo-objective and monster is just bonus.

i beat moon bird by stayin still an doing  not

Haven't tried it yet, it looks cool so I will be later, but I just wanted to say I'd recommend changing the name of the Linux download to actually include the word "Linux", because just x64 is incredibly ambiguous and could refer to any 64bit OS, which in this case is all 3 of them.

(2 edits)

"One on One II" seems broken. Enemy doesn't spawn with a weapon and all there is on the level is what looks like maybe a watermelon or mine or something, but nothing happens with it regardless of what you do.

Wait, I figured it out, but why the hell do you have to jump and then teleport it to get the bomb to explode? Why can't we just throw it? The concept was also never taught to the player in previous levels.

(1 edit)

You can't read that well can you?

clara-bittersweet-day-WIN-linux.zip

I hope that clarifies things for you.

(2 edits)

It's been a while now since I tried it, but as I said before I was not able to do absolutely anything outside of read the descriptive text for things. There was no options whatsoever for me to actually use or manipulate anything inside or outside of the inventory. I will try again with a different browser or perhaps with adblock and my personal userscripts disabled to see if it makes any difference later this evening. I don't want you to think I am being completely negative though. I do love the aesthetic of it and what I was able to experience had a great mood, it's just I wasn't able to do anything besides the most basic playthrough.

Nothing at all happens when I click the bait box. It gives me some descriptive text that tells me there is food in there but there is absolutely no option as far as I can see which would allow me to retrieve anything from the chest to place down anywhere.