Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wasabi

39
Posts
A member registered May 16, 2021 · View creator page →

Creator of

Recent community posts

Really confusing. I can tell a lot of effort was put into it though. Tutorial or more GUI elements would be helpful

Simple fun game. Controls could use a little improvement. Just a little bit of acceleration would go a long way. Tapping a movement key and immediately traveling at top speed makes maneuvering around projectiles a bit difficult

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

(1 edit)

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.

The dragon really just keeps on moving. Not sure what the gameplay is at that point. But god damn it, it's funny.

i appreciate the value of this game to the extent that it makes me feel better about my submision, 10/10 would get blasted in the right ear with buzzing noises again

Lovely game!

Very pretty! Enough to make me forget that it's just asteroids (not that I'm in any position to judge others for the caliber of gameplay in their submissions) but definitely a lot of effort was put into this

funny dialog. interesting world. not sure what i'm doing in the game but happy to be a part of this moment in history

The game requires Java 17 or greater. To run the game, simply double click the JAR or do java -jar etk-VERSION.jar in a terminal. Tested mainly on Linux, performance on Windows or Mac is not guaranteed to be great. Will hotfix for windows if I have time.

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!

(2 edits)

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

Like, when you use LMB to release a cube, it will just select a random one meaning it's very possible for it to crash into one of the many other cubes in your control. Thus, it would help to nocollide them with eachother.

Oh, I had no idea that RPG Maker has node backends. Fascinating.

I didn't have too much fun with the game but it's an incredibly polished experience! You guys no doubt have great team synergy. Keep it up, if you don't get top 100 then I would feel bad for you! <3

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.

It's incredible that you were able to make a functional game in two days using nothing but WEBKIT, however it means there was some unfortunate sacrifices made.

Great idea, though WASD didn't do anything. I opt not to rate this because it would be unfair, seeing as how everyone else had no issue with this.

I love myself a good portmanteau! And some funny physics go with it! Lovely.

Very nice, artistically inspired game! Technical grudge is that shot cubes aren't nocollided with all of the other ones, making it dead on arrivial.

I like the take on "linked together", and you definitely spent a lot of time on the game, however the controls make me want to link my brain and a desert eagle together permanently.

I forgot to ask my friend to redo their lines to say "equal and opposite"! Lots of tiny little issues were apparent to me literal seconds before submitting... So stressful. Anyways I'm glad you were able to understand the game and had some kind of fun with it! <3

Brave

This looks awesome! Can you release a windows build? It doesnt work on my browser. Then I would be happy to rate it. It's definitely an aesthetic experience

Oh yeah, for sure, the generation definitely does it's job. Keep up the good work

I don't think the game worked properly, but I will pray to llama jesus anyways.

that's a yikes for me dawg

Yes.

Great stuff! I have no idea how you were able to polish your game this much over only 48 hours, it's definitely better than 88% of mobile games on the app store. That being said, I think the game generated a legitimately impossible stage at some point. Either that or I'm just smooth brain, lol.

I do like this, and the art is very good, however it's very similar to "You are Now Posessed" from last year's jam and could definitely use some sound.

I try to be forgiving but mans really submitted a powerpoint

I'm glad I gave this game a shot. I think it's awfully short, though.

I like the unreal graphics, but the game couldn't keep my attention for more than a few minutes.

Good game! While the concept of mutually dependent adversaries isn't exactly new, it's implemented quite well here! The strongest point in the game is probably the art, you can definitely tell that lots of love went into it.

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.