Foon → Ludum Dare Explorer → Users → Klemmbaustein
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Sacrificed | compo | 67 | 3.87 | 3.84 | 3.31 | 4.02 | 3.84 | 3.59 | 3.27 | 4.06 |
I liked the graphics style of the game and the sound felt fitting too. The puzzles were satisfying to solve and i enjoyed my time playing.
The Windows version has broken graphics. The window is just purple until you resize it. Text looks really blurry and the text bitmap flashes on the top right corner of the screen often. It also crashes a lot. I tried debugging it with the Visual Studio Debugger, here is a crash I encountered: ShapeSummoner Crash 2.png
The constant logging seems to slow the game down by a lot.
I tried running the Linux version under WSL2 but it told me: ``` ./ShapeSummoner: /lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.32' not found (required by ./ShapeSummoner) ./ShapeSummoner: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.38' not found (required by ./ShapeSummoner) ```
Fun game. It could've used with some more feedback for summoning/defeating enemies and what the colors do was unclear at first before I re-read your game's description. Adding some effects when hitting enemies at the right/wrong time would've helped, I think.
Does anything happen in this game? Or is it just offering fruits?
I couldn't figure out the combination through the game. You mentioned the solution is hinted at in the book, but I don't know the language it's written in. In the end I did what others here did and looked at the source code to find the solution.
It is good to know that unlike my game, this game is 100% memory safe.
Nice game! I liked the sense of speed and handling of the car, and the visuals were nice. I think it could've used more sounds, ramming other cars could use some more feedback (camera shake maybe?) and in the last level I found it a bit hard to figure out which bubbles would actually slow me down and which ones were in the air or shadows. Otherwise I don't really have complaints about this one, it's a good entry!
I really like the visuals and sound, but the game isn't very balanced. The best strategy is placing archers in the back. I really think this game could use some kind of ending once you reach a certain room. I got to room 22 before quitting the game.
The fact you made this in your own game engine is impressive and I always think it's interesting to see people use different tools/game engines than just the regular Unity or Godot to make games for Game Jams.
It could've been interesting, but sadly the game seems unfinished.
The camera angle is really awkward, making it difficult to see. The camera often clips through the main building. Allowing the player to rotate it vertically would've helped a lot. The movement is *really* slippery and in the house there seems to be no friction at all. And after my base got destroyed, I lost the game and died. But could still move around, attack and place towers in this state. There also doesn't seem to be any way to restart the game once you die, so you have to close and re-open the game each time.
Great game, really funny. Maybe I'm just bad at video games but the game was too hard, even though I managed to beat it in the end.
I really liked how the game looked and the monster designs. But I felt like the drawing mechanic was very inconsistent and it felt really random if it would actually register what i drew. When I had to draw the shape with the 5 points, I eventually gave up.
I liked the visuals of the game, but i felt like the platforming was too simple and the controls could've used a bit more polish.
I enjoyed the game. It's a good concept. Farming a lot of plants and seeing your "arsenal" grow more and more was satisfying. I also got stuck in the last level without pumpkins. In the last level you can get stuck pretty easily if you don't have any pumpkins, a "reset" or "go back home" button would've probably helped with that. The game could use some sound and the movement felt to floaty and slow, like others here said. Overall I still had fun with your game.
@ace17 Does your CPU support AVX2? Because it crashes somewhere in JoltPhysics code, which was set to use AVX2. SIGILL means it tried to execute an instruction which your CPU doesn't know, which could happen if your CPU doesn't support AVX2.
I can recompile the engine and game so it works without AVX2, if that is the problem.
@ace17 I recompiled the game, it should now work without AVX2. I don't know how well it will run on your CPU though.
Here is the GitHub release:
https://github.com/Klemmbaustein/ldjam55/releases/tag/no-avx2
@ace17 I looked it up and your CPU doesn't have some more extensions JoltPhysics uses by default. I updated the GitHub release with a new build which has some more extensions turned off.
@henk
- I agree, pixelated looks better. Nearest filtering even is the default filtering option in the editor. The last few projects I've made in my game engine had a pixelated look, so I wanted to try something different. - Fair. - I came up with the twist as soon as I implemented the customers into the game but wasn't really sure if I had the time to implement it. It was worth it though in the end. - I agree. When my friend playtested the game he told me the game was too easy in the early parts of the game, but I think I might've gone a little too much in the opposite direction... - I didn't really know how to end the game and didn't have enough time to come up with something more.
@ale The problem with libsndio seems to be related to [this GitHub issue](https://github.com/kcat/openal-soft/issues/989). I'll look into it
The GLEW thing seems odd. For me it works both on Wayland Cinnamon and on WSLg which also uses Wayland. Can you describe the error further?
@ale I updated the Linux version on the Ludum Dare page. It doesn't depend on libsndio anymore and now calls `glewContextInit()` directly, so it shouldn't load anything GLX related now. Can you see if this works?