Really confusing. I can tell a lot of effort was put into it though. Tutorial or more GUI elements would be helpful
Wasabi
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The dragon dissapears really quickly, making the platforming impossible(?) It could be a situational bug.
I launched with these flags: PROTON_ENABLE_NVAPI="1" %command% --rendering-driver vulkan
Without those flags, it crashes immediately. Here's the bug:
https://streamable.com/97lhhv
MacOS should be able to run the game using the fallback AWT pipeline. The recommended default pipeline uses JNI and is compiled for Windows & Linux from C. I patched the error you sent, but in the process found out that the implementation specifics of the AWT pipeline messes up the latter half of the game. It has a different tick rate and a non-perceptual color space, all-in-all I would consider it even more unplayable with AWT. So instead of just pushing a lazy patch for that error you sent, I will try to get the JNI pipeline running on MacOS.
Batch to executable software is notoriously unreliable, consider using "iexpress" which is completely free and in fact comes with windows. That aside, what a peculiar "engine" you used! You included the source files, which was not necessary, and it let me get an idea of how the game was built. So, by the looks of it, and the fact that "WLUWGameEngine" doesn't come up in google at all, it would seem that you made this entire engine specifically for this game using only SDL2. For 48 hours that's absolutely crazy. I can't wait to see what kind of stuff a diligent programmer like yourself could make with a more capable engine, and more time!
That's really a shame! Using a hex editor, I was in fact able to verify that the submitted executable is the same as unity's standard launcher, apart from some changes in metadata. In that case, it is entirely necessary to include the _Data, Mono (or IL2CPP) directories, and any DLLs. If you are set on uploading a single executable, might I suggest an auto-extractor like "iexpress" which comes built into windows, or possibly 7-Zip's "SFX Archive" feature. I would have loved to see what this game was!
The game's meant to crash when that happens. The idea is that you are entangled with a copy of yourself, and you get obliterated. It's really stupidly executed because I was running short on time but I had meant to make it a lot more atmospheric to help highlight this. Moreover, the lighting for that level took so long to bake that I had to essentially fullbright it instead. Now that I've participated in one jam, I now know how important it is to give yourself time before submitting in case servers go down, compiling takes a lot of time, etc etc. Also I really liked your game, it was one of my favorites of the ones I had tried out, so it's cool so see you checking out mine as well! As for polishing the game, I did intend to go further with it because all the shortcomings are a bit of a shame, especially if people such as yourself are interested in it
I never needed to use the shell, in truth I still don't know how it helps. As for the wall obstacles, since the floor detection script doesn't check for a reasonable angle, I was able to air strafe over it with relative ease. It's a simple mistake to make, but it's generally a good idea to have a different strafing speed in the air so that you can't just plant yourself into a wall by holding a key down, since in that situation there's no floor for you to push against. Same story for the quicksand stuff, as far as I'm aware there's no speed cap so you can build up infinite speed and fly over it which I did. Other than that really great game, nice modelling work especially, and good artistic direction. Just that the character controller defeats the point of the game :(
I liked the game, but I definitely think it's important to get your main gameplay solid before anything else. There's a very tiny window to the left or right of the bottom magnet that you have to be within, flipping the polarity of the top magnet either completely kills the velocity or reverses it with 100% efficiency, and overall lack of predictability. I think there are two good vectors for mechanics: that which favors realisticness and that which favors the user's experience. However you've managed to engineer the controls in such a way where it falls short of both categories.
I think there should be more of a stealth element. After all, you play as a ninja! When you have a ton of enemies out in the open, it's essentially impossible to tell where the bullets are coming from. Overall I think this is pretty good, the minecraft glass sound effect is my favorite example of effective asset management.