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WildWorkshop207

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A member registered Jun 06, 2020 · View creator page →

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4.3 is probably why it works, any web exports from 4.2 require SharedArrayBuffer to be enabled in Itch.io. glad to know it's not needed for 4.3

the glitch happening with 4.2 projects, is when using the Game Jams Random Submission Feature, SharedArrayBuffer doesn't work, which makes any web build error upon loading. its easily fixed by opening the project without using the Random Submission Feature, but many people don't know that yet.

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for the current version of Godot, Web builds will not work without SharedArrayBuffer enabled in the project page settings. although there is a glitch with itch.io. if you are using the Game Jams random submission feature, Godot web games wont work regardless of SharedArrayBuffer, although it can easily be fixed by opening the game page in its own tab. so if you have it enabled and someone still says it doesn't work, its likely they are viewing it through random game jam submissions.

The Godot builds not working is due to itch.io random Game Jam Submission feature, opening the game in its own tab fixes the issue. that said I don't know why this game is unaffected by it.

Enjoyed the Gameplay and art style. Sadly couldn't defeat the boss, it's lasers deal too much damaged, and when the boss was spamming attacks at low heath, I felt sometimes it was impossible to dodge.

are you using the Game Jams Random Submission feature? for some reason that error shows up for all Godot web games whether or not SharedArrayBuffer is enabled when using it. Opening the game page in a new tab will solve the problem.

liked the game, the crafting was neat, using shadow and plant materials to make potions. liked the different types of enemies. I tried to finish the game, but I kept dying to Shadow Lizards popping up in front of me.

Liked the combat, but I find it unfortunate that the Knight has all the coolest attacks, I say this because getting to the knight is the difficult part I would of never seen them if I didn't replay the game a second time. the Biters basic attack is in my opinion one of the most difficult to dodge out of all the normal enemies if you don't know the strategy for dodging it, and having them be the first enemy you meet is unfortunate as you are in your weakest state with 10 HP, and dying results in teleporting to the next area, locking you out of seeing the knight. some suggestions could be to change the respawn location only when meeting the knight, or change the enemies to be more beginner friendly. other then that nitpick, I did enjoy the game. the combat and dodging was fun.

*** If the game errors on launch saying features are missing, then it is likely you are using the Game Jams Random Submission feature, please open the Game Page in its own window, and it should work fine. ***

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I think I've found the problem, Godot Web projects give that error when the user is viewing it though the Game Jam Random Submission feature. doing random submissions right now and seeing a few Godot projects with that same error, but it works fine if I open the game page without using the View Random Submission.

it was enabled since it was uploaded? I don't know what changed but its now working fine for me. I also had the same error as AntWal, but now its working with no problems.

I've had this problem with Godot html projects before and found a solution. on the Itch page go to edit game, and scroll down to the Embed options and enable SharedArrayBuffer support.

Thanks, I will change the inputs so they don't require a mouse.

oh I have never encountered that issue. it might be a different browser that causes it?

Thanks

Game Title/URL: HUE Cycle

Pitch/Information: A puzzle game where every level makes a clone that follows the movement from your previous levels, all clones must make it to the end to progress.

I'd like feedback on: how well did I use the concept? is the difficulty to hard?

Congrats on Finishing it!

Thank You

you should be able to dash by pressing left shift after collecting the powerup, were you by chance pressing right shift

Thanks for the suggestion

I updated it with an increased camera size to make it easier to see further away platforms

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Thanks for the suggestions

I updated it with an increased camera size to make it easier to see further away platforms

in terms of waypoints, I am trying to find the middle ground between easy and challenging.  I don't want to make it too challenging with few waypoints, but I also don't want it to be too easy with a waypoint after every obstacle. I will try to play around with the waypoint positions later.

Game: Pixel Platformer

Information: its a simple platformer where you can find new powerups as you progress

I'd like feedback on: anything really, what did you like about it, what can be improved, or what you think could be added.