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(2 edits)

Lovely game! I especially like the narration!

I think it is a bit too hard though. The hit registration doesn’t seem to always work (or is the enemy blocking? I can’t tell for sure). It took me at least a dozen tries before I got him below 50% HP, at which point he ran out of the map and the below error popped up. The game seems to have frozen afterwards.

Error message
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
abort(136) at jsStackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:16316
stackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:16487
abort@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:748
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[38176]:0xbe4588
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[27568]:0x9e68e1
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[34607]:0xb48b99
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[19017]:0x889245
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@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[34618]:0xb499e7
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[25904]:0x9a6d82
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[38003]:0xbe3b71
unityFramework/Module.dynCall_iiiii@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:421148
invoke_iiiii@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:308747
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[36097]:0xb8c59f
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[35548]:0xb74e2a
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@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10223]:0x3a843e
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[12464]:0x4d9644
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[12463]:0x4d935e
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10667]:0x3d84f3
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10344]:0x3b3141
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@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10339]:0x3b2cf0
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10332]:0x3b1173
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[38017]:0xbe3da0
unityFramework/Module.dynCall_v@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:428197
browserIterationFunc@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:152036
runIter@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:155109
Browser_mainLoop_runner@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:153571

It also seems some animations are missing (e.g. the player doesn’t walk).

Ah, apologies for the error. I'm glad you like the narration! I'm not sure where error came up unfortunately... I think I have some idea but yeah I'm not exactly sure how to debug the WebGL stuff... And yes the enemy blocks often, the idea is you need to find an opening. But yes unfortunately those animations don't always register - something we couldn't quite work out towards the end of the jam. Same with the player walking, we were running out of time and couldn't quite figure out how to deal with it given the way we had structured the code and the way the animations were triggered.

Were you able to use the new abilities you unlocked each time you died? It wasn't very clear when you received them but I made a note of it in the How to play section in the description. I found it very easy to kill the enemy when I had all the abilities but that was probably because I wrote the AI haha :P

By the way, what he's doing when he leaves the level, is either healing or casting a fireball, but for some reason he leaves the level despite having appropriate colliders in place. Ah well! Some sacrifices had to be made haha... I'm glad it was an overall positive experience!

(+1)

I did get the abilities at each level, though I lost all of them when I lost in the last level and had to reload the page. I also though I had to press F at first to heal because the text is clipping at the bottom, but realized it was E when I read the description.

Oh I see. Ah, apologies about the text.