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Em_Rand

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A member registered Aug 17, 2020 · View creator page →

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Updated mesa and vulkan to the latest version. Same result.

Saw the first 20 seconds of the video. Immediately grabbed this game and tried to run it. It attempted to run for a good 3 minutes before loosing context. A shame since it looks really cool. Running on archlinux.

Terminal output:

003c:fixme:service:scmdatabase_autostart_services Auto-start service L"edgeupdate" failed to start: 2
011c:fixme:dbghelp:elf_search_auxv can't find symbol in module
011c:fixme:avrt:AvSetMmThreadCharacteristicsW (L"Games",00007FFFFE1FE250): stub
011c:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
011c:fixme:d3d:wined3d_swapchain_init The application requested more than one back buffer, this is not properly supported.
Please configure the application to use double buffering (1 back buffer) if possible.
011c:fixme:d3d:wined3d_swapchain_init Unimplemented swap effect 0x3.
011c:fixme:dxgi:d3d11_swapchain_GetDesc1 Ignoring Stereo, Scaling and AlphaMode.
011c:fixme:d3dcompiler:D3DCompile2 Ignoring flags 0x8000.
011c:fixme:d3dcompiler:D3DCompile2 Ignoring flags 0x8000.
011c:err:ole:com_get_class_object apartment not initialised
0154:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 00007AE5894DFF50
015c:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 00007AE5892BFF50
011c:fixme:dxgi:d3d11_swapchain_GetDesc1 Ignoring Stereo, Scaling and AlphaMode.
011c:err:d3d:wined3d_swapchain_resize_buffers Something's still holding back buffer 0 (00007FFFFF2C8010).
011c:fixme:dxgi:d3d11_swapchain_GetDesc1 Ignoring Stereo, Scaling and AlphaMode.
0120:fixme:d3d:state_linepattern_w Setting line patterns is not supported in OpenGL core contexts.
amdgpu: The CS has cancelled because the context is lost. This context is guilty of a soft recovery.

Log file (log_2024-10-27_14-33-06.txt):

[C:/jam/platform_windows.jai:858] Running through wine
[C:/jam/platform_d3d11.jai:118] D3D11 adapter is: ATI Radeon HD 5600 Seriess
[C:/jam/platform_d3d11.jai:418] Created swap chain of size 1268x689
[C:/jam/platform_d3d11.jai:441] Created render target view
[C:/jam/platform_d3d11.jai:146] Did blend state
[C:/jam/platform_d3d11.jai:158] Did blend rasterizer
[C:/jam/platform_d3d11.jai:191] Did samplers
[C:/jam/platform_d3d11.jai:194] Compiling main shader
[C:/jam/platform_d3d11.jai:645] 7fff_ff2b_3de0, 7ae5_ac60_bf80, 2580, null
[C:/jam/platform_d3d11.jai:657] Shaders compiled.
Took 28.505374 seconds
    Layout gen: 0.000408s
    sample_texture gen: 0.000062s
    Read file: 0.000172s
    Vs compile: 0.060336s
    Ps compile: 28.441674s
[C:/jam/platform_d3d11.jai:198] Initting buffers
[C:/jam/platform_d3d11.jai:201] Creating atlases
[C:/jam/platform_d3d11.jai:235] Created atlas 0
[C:/jam/platform_d3d11.jai:235] Created atlas 1
[C:/jam/platform_d3d11.jai:238] d3d11 rendering platform initialized
[C:/jam/platform_windows.jai:937] Windows platform initialized
[C:/jam/platform_windows.jai:956] Primary_monitor: {refresh_rate = 60; resolution_x = 1920; resolution_y = 1080; dpi = 96; dpi_y = 96; name = "AMD Radeon Vega 3 Graphics (RADV RAVEN2)"; }
[C:/jam/image_catalogue.jai:90] Loaded assets/images/logo.png, logo, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/chad_floor.png, chad_floor, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/logo_fill.png, logo_fill, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/discord.png, discord, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/fmod_logo.png, fmod_logo, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/voideater.png, voideater, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/big_chonk.png, big_chonk, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/tower1.png, tower1, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/tower2.png, tower2, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/bald_logo.png, bald_logo, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/head.png, head, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/bodylink.png, bodylink, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/refresh.png, refresh, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/play.png, play, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/screamer.png, screamer, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/wanderer.png, wanderer, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/gem.png, gem, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/skull_back.png, skull_back, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/skull_front.png, skull_front, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/bullet.png, bullet, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/player.png, player, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/player_back.png, player_back, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/cursor.png, cursor, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/kniv.png, kniv, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/player_og.png, player_og, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/reticle.png, reticle, 26
[C:/jam/gem.jai:5027] Succed finding socc 504
[C:/jam/gem.jai:4087] 0
[C:/jam/gem.jai:4087] 1
[C:/jam/gem.jai:4087] 2
[C:/jam/gem.jai:4087] 3
[C:/jam/gem.jai:4087] 4
[C:/jam/gem.jai:4087] 5
[C:/jam/gem.jai:4160] Reset loading state on startup
[C:/jam/gem.jai:5708] Loading thread will do some loading
[C:/jam/gem.jai:3928] Z:\home\[REDACTED]\Builds\demon_knives_v0.2\
[C:/jam/gem.jai:5158] Decompressing...
[C:/jam/gem.jai:4173] Game_State hash is 8a8b0c3169e11c89
[C:/jam/platform_d3d11.jai:430] Resized swap chain from 1268x689 to 1920x1080
[C:/jam/platform_d3d11.jai:441] Created render target view
[C:/jam/platform_d3d11.jai:430] Resized swap chain from 1920x1080 to 1908x1049
[C:/jam/platform_d3d11.jai:441] Created render target view
[C:/jam/gem.jai:5180] Decompressing done
[C:/jam/gem.jai:5187] Compression took 118.2316ms
[C:/jam/gem.jai:5036] Succed soccing socc 504
[C:/jam/gem.jai:3341] Loaded 8511 games into backlog
[C:/jam/gem.jai:5057] According to server, my high score is 0
[C:/jam/gem.jai:5200] Initial soccing ok: true
[C:/jam/gem.jai:5210] Soccing thread is going to wait
[C:/jam/gem.jai:5723] Loading thread be donzo
[C:/jam/gem.jai:2683] Request games
[C:/jam/gem.jai:5212] Soccing thread is woke
[C:/jam/gem.jai:5268] Soccing thread has 1 messages
[C:/jam/gem.jai:5325] Requesting leaderboard games
[C:/jam/gem.jai:5027] Succed finding socc 504
[C:/jam/gem.jai:5036] Succed soccing socc 504
[C:/jam/gem.jai:5057] According to server, my high score is 0
[C:/jam/gem.jai:5499] Sending 256 bytes to server...
[C:/jam/gem.jai:5541] Done!
[C:/jam/gem.jai:5210] Soccing thread is going to wait

There was a Patreon page, but it was deleted due to reports by privileged zealots about bestiality even though aliens were supposedly allowed. Sides, Patreon doesn't allow non-con either and they police your content on other sites.

(2 edits)

I already found an interesting interaction in the latest update. As a female, walking around naked increases whore rep. That is unless you're flat chested. Then you can prance about nude and covered in cum while the other inmates pay no mind. 

Edit:  After having sex my rep from walking naked increases as expected. Upon loading the save it went right back to inmates ignoring my character's aversion to clothes.

Do we have to use the editor? Using nodes might be less intimidating for beginners that can't keyboard well, but I'd rather just type commands and have a reference available.

Normal gameplay feels much better with native, but sex scenes still skips frames unless I reduce the resolution to 1200X800 and scaling mode to FSR.

So a few things:

  • Are the bars font based? I ask since I'm on arch and I'm getting missing font icons where the bars are supposed to be.
  • Any weapon or armor that isn't at least +1 will be worse than your starting gear thanks to stat requirements. I get your supposed to look around for enchanting items/stat potions/etc, but what normally happens is I'm lugging around a bunch of gear that's worse than my starter gear.
  • Minotaurs seems tuned to require serious gear or a wand of ignition each to defeat. So on a typical run like described in the previous point I'm boned if one Minotaur show up and there's nowhere to juke them. There tends to be 3 or 4 per floor.
  • Trying to adjust the video settings froze the game. Considering I get lag on my system with default settings (AMD Ryzen 3 3200U @ 2.6GHz, 20v) that's not great.

I'm not a fan of her looks either, but "generic sexy girl" characters are a dime a dozen. Let the chub lovers get a turn for once.

Either find a potion and hope it doesn't fill you with cum or find a wand of empowerment and aim it at a mirror. It will bounce off and increase your stats.

It's actually quite difficult to tell if someone's autistic based on their looks alone, especially if they're high functioning like myself.

Yep. I'd wait for early access if you want continuous updates.

(1 edit)

Tried to run this using Wine on linux. After installing vkd3d-proton and viewing the opening cut scene, the main menu background flickers. The game itself only shows an abstract image before my character is presumably killed.

The new swimming controls are decent save for leaving the water. Sometimes it works fine but other times I get stuck trying to leave. There's also this quirk in the first area with the spikes. If you wall jump at the last moment to avoid the spikes you still still take fall damage.

That first violation is irrelevant as everything is animated. The second one I'm guessing Dorly is once again getting you in trouble for a completely different reason, which is a massive shame.

I've read up on Replicant and Lineage and extracted a few .apk's for personal use, but I've never heard of an arch-based mobile distro. What site is this ranking on?
Also Mint Debian edition? Mint is a fork of Ubuntu which like Zorin is a fork of Debian. Used to use Mint myself until I got tired of always needing to build git repos to stay up to date. Technically still need to do that with the AUR, but at least yay helps out with that.

> Performance update

Based.

I have but one complaint: The wording of Nene's response to Dorly after the fight is confusing. When asked if she's not a mushroom monster, I expected something like "No I'm not," or "Of course I'm not," rather than "Yes I am."

Is the scent fetish the only reason Dorlly is so hated? Her design is adorable and her break CG is enticing.


Besides that, I spent a little too much time parrying arrows to make sure the bug was really gone. So far so good.

The new fight's certainly one of the better ones, but still straightforward. I was able to beat it by constantly sprinting at Dorly and timing sword swipes to be in line with her shots. That way I deal damage and protect myself at the same time. It only when the stink attack turns into an AOE when things turned a little dicey. Then I backed off and used the the laser to continue dealing damage.

At one point a parried arrow just floating in mid air instead of being destroyed. I was unable to replicate the bug, but thought you should know.

Another issue are the controls: they  feel a bit delayed, like by about 0.1 seconds. It's manageable at the game's current difficulty but it made fighting more annoying than it needed to be.

You'll need to clear the second dungeon in Ashton city. After that exploring the city nets you a chance of encountering Mario. Reply with "Probably because his dick is better than yours (only think about that)", then offer a blowjob. That unlocks the Peach-Whore outfit.

Use your feet. 

Oof. I know this is extremely early in development, but it didn't feel good to play at all. 

Let's start with the controls. They should be listed either as a file that comes with the game,  on every page that distributes the game (like this one), or come directly after selecting a character. There's no reason I should have to stumble round searching for the first available level before finally getting the controls. Shift to jump is forgivable. So is A to interact. But why isn't entering a building A or up arrow. Why is it 1? Why is exiting a building 2? 

So after finding the first scene where Mirdo flashes you, I went to select a level. Once again, I shouldn't need trial and error to figure out that 1-3 is the demo level.  You could temporarily change it's name to "demo" or color the level name differently as to make it clear which pipe should be entered.

Now for bugs and other oddities.

  • Pressing the space key instead of a number at character select results in Meach starting stuck in the ground.
  • The music sometimes played in 2 streams at once, resulting in clashing music.
  • Meach's hitbox is way too big.  
  • Switching to another window and back can cause the screen to go black.
  • Massive slow down upon entering Mirdo's club.
  • Meach floats like a butterfly. 
  • Lots of typos in the massage event, especially this glorious line: "Waiting! These I have not given permission to touch there!"
  • Upon ending the massage even, the screen may flash to the beginning of the level before returning me to the masseuse's house.
  • "To finish this map." Maybe have "You finished this map" instead?

Seems like there's lots of work ahead. I suggest working on the player's movement before going much further. 

That sign's meant to say tentacles are immune to sliding. Removing the shield and simply having a no symbol over the slide icon might make things more clear.

I nearly loled at Sophie's animation. Bonus points for Max finally pitching instead of catching, not that I mind either way.

So I poked around the asset files and noticed some entries for Springpaw, a dog enemy, that never shows up in game. There's even a game over screen. Did the Patreon mafia make you cut him? 

Ooh, a meta game. First run I managed to die within 2 seconds because I tapped "A" and fell in the void. That's when I knew this would be good.  I just with there was a better indicator for how many items you need and which screens lead to certain death instead of an asset.

At least you remembered before the jam ended. I just remembered a few hours after it was over.

Grazing: The game.  I appreciate you taking what's normally just a flex and making it a requirement. I also noticed the circular hitbox and atequit grazing range. Good stuff.

At first it seemed like a puzzle - Figure out where to move and execute. But then the randomness on some levels restrict you to just using reflexes. The most egregious example was the appropriately named despair. It was frustrating but thanks to the brief intermission it wasn't rage inducing. My next biggest gripe was the time it took for bullets to disappear after you cleared a level. Often I had to camp on the finish arrow just to proceed.


Despite my gripes, finishing was still satisfying and I'd even recommend the earlier levels to train bullet hell noobs.

The Good:

 The foes all have distinct designs and attacks. 

Your character's abilities are varied yet still sell that this is a beast you're controlling.

The intro made me smirk a little. 

Tentacle beast <3

The Bad:

Enemies can easily be circle strafed, leading to every encounter feeling the same.

The tentacle ability  tends to block my view of enemies, leading to them getting cheap shots.

Your character only flashes when changing from life steal mode. This led to me dashing into bombs without warning, taking sizable chunks of my hp.

 The drums drown out the rest of the instruments while  the rest feel like they're competing for my attention. Even in a relaxed game like this it gets tiring fast.

Verdict:  The game is fun for a few minutes, but not one to return to.

So I grew up with both Touhou and RotMG, so naturally I hopped right into this game on Windows, then Arch Linux. I haven't found much difference so far.

The controls feel like Rotmg for the most part. I changed the focus button right click for focus the since it hurt to move focused for extended periods using the default controls.

Difficulty is on par with a Touhou 2nd boss on normal. With the simple patterns, tiny hit box, and generous spacing, I was able to clear it with no damage and mostly minimal movement. Was a little disappointed at the difficulty, but considering it's in alpha stage I'll give it a pass for now. Consider patterns that brings you closer to the boss or at least can't be cheesed by sitting in the corner a la pre-vital-combat RotMG.

The aesthetics (you're working on these rn, right?) are OK if you turn off the FX. The filters make everything fuzzy on 1280x960 and 1400x1050, both windowed and fullscreen. The individual bullets are nice and bright against the dark background. Unfortunately the patterns were nothing of note. Again, alpha stuff. The rune affects while focused and the energy spheres were a decent visual touch while not being too distracting.

I turned off the music after the first few runs. It got old fast. 

Overall it's a decent prototype. Good luck on finishing it.