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"WebGPU not yet supported in your browser"

Firefox 123.0.1 on windows 10. May not be a surprise to you but just in case. Works in Chrome. Takes quite a long time to cache 200MB of assets, that seems like a lot! Is it from multiple music tracks?

Looks like the experience is better on the d/l version so I'll switch to that, just wanted to see the web version load.

It's a little confusing that there's a hvc.exe and a LaunchHyperCoven.exe. I opened hvc.exe which I guess just defaults to some scenario. It seems like you would want players to always go through the launcher rather than opening hvc without the launcher and getting a default. Perhaps the itch.io app could default to the launcher or hvc.exe could be hidden away.

In the tutorial text: "Smaller ********* hold artifacts..." the ******** is blocked by rubble. I assume it says "fortifications".

That's really weird that I can use backspace to toggle between a tutorial and a game.

Bro I got completely wrecked in my first game, I didn't even get to leave my first coven spiders and shit came and killed me here lol??

You should choose a more normal way to start new games rather than alt+r, that opens my nvidia performance panel and consumes that keypress.

If the idea is that I have no time limit, then why not give me everything immediately?

It should be more obvious where the edge of the map is.

What does the yellow bar in the spawn circle mean? Seems meaningless? Edit: it seems to mean something only when I'm converting the stuff to a coven? And after that it's just for show and doesn't line up with what's going on.

Some of my units have having trouble pathfinding around forests.

Is it expected that the golems refuse to move?

Just now I gave an attack command to many troops and only some obeyed it. Then I selected the ones that didn't obey it and gave it again, some more obeyed but a few didn't.

The select all won't select all the ones I want to now. Maybe because there's too many? No.. there's some other bug going on. I think it's got worse as I get further into my playthrough. Small numbers of troops won't all select at once.

Ok! I rule the universe on easy mode! That was pretty fun.

Thank you for the notes, I’ll be sure to fix all the small stuff!

It's a little confusing that there's a hvc.exe and a LaunchHyperCoven.exe. I opened hvc.exe

I will blame this on the fact that you’re a dev! Normal people would never opt for the cryptic three letter exe?! Really, I just renamed these files because everybody missed the launcher… and now this.)

What does the yellow bar in the spawn circle mean? Seems meaningless?

It should align with that specific Circle next spawning a unit. Or do you mean the yellow bar on the King? It just stays at 100% when on a fully captured Coven, yes. I think I will just hide it…

Is it expected that the golems refuse to move?

No. But they have a pretty large collision box. Maybe that was the issue?

The select all won't select all the ones I want to now. Maybe because there's too many? No.. there's some other bug going on. I think it's got worse as I get further into my playthrough. Small numbers of troops won't all select at once.

Very odd… there is a general limit of how many units can be selected: 48. (Bottom bar will be full.) That wasn’t the issue, was it? With "select all" do you mean drawing a rectangle around units, or do you mean doubleclicking a unit?

Takes quite a long time to cache 200MB of assets, that seems like a lot! Is it from multiple music tracks?

The web version is actually limited to just 1 track, to save space… A bunch of units’ spritesheets are very heavyweight, e.g. Golem or Spider. A single one easily amounts to 200+MB alone when fully uncompressed. Web version uses very expensive compression to keep the whole bundle within itch’ limits.

What does the yellow bar in the spawn circle mean? Seems meaningless?
It should align with that specific Circle next spawning a unit.

So sometimes that coven would be at the max spawn but the yellow bar would keep scrolling.

Is it expected that the golems refuse to move?
No. But they have a pretty large collision box. Maybe that was the issue?

ok yeah they got stuck between their spawn circles and a ledge.

Very odd… there is a general limit of how many units can be selected: 48. (Bottom bar will be full.) That wasn’t the issue, was it? With "select all" do you mean drawing a rectangle around units, or do you mean doubleclicking a unit?

Sometimes it was with a small number of units and would still happen. I think I saw it repro with double click and drawing.

A bunch of units’ spritesheets are very heavyweight, e.g. Golem or Spider. A single one easily amounts to 200+MB alone when fully uncompressed.

dang that's wild, low-poly low-res 3d is so small in comparison

Sometimes it was with a small number of units and would still happen. I think I saw it repro with double click and drawing.

Finally figured this, funny issue, the unit partially inherits character of "being an artifact" from an exhausted (destroyed) artifact, because specifically the cache keeping artifacts-per-coven was not cleaned up. So, like Artifacts, the unit then can not be included in group-selections. Issue did not come up before last week, because Artifacts used to have 5000 HP and not be consumed. Anyhow this caching was always near-useless and waiting to introduce bugs, guess I will get rid of it altogether.

So sometimes that coven would be at the max spawn but the yellow bar would keep scrolling.

The spawn progress goes on. If you managed to lose a unit in time and no longer be at max spawn when bar is full, the spawn would happen.

That makes sense as to why it only started happening later, good find.

If you managed to lose a unit in time and no longer be at max spawn when bar is full, the spawn would happen.

Ah I see. I wonder if there's a way to communicate that to the player. Like "Readying spawn" "No room" "Spawn successful" text by the bar.