Shadows Below by HeroesGrave
Controls:
Arrow Keys to move, interact, and attack.
Comma to wait.
Escape to close messages.
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Windows and Mac builds coming as soon as I figure out how to cross-compile.
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The game begins and ends at your home. Remember that.
Talk to all the npcs you can.
Have fun.
==========
Arrow Keys to move, interact, and attack.
Comma to wait.
Escape to close messages.
==========
Windows and Mac builds coming as soon as I figure out how to cross-compile.
==========
The game begins and ends at your home. Remember that.
Talk to all the npcs you can.
Have fun.
==========
Ratings
| Coolness | 49% | 1314 |
| Overall(Jam) | 3.56 | 150 |
| Fun(Jam) | 3.27 | 210 |
| Graphics(Jam) | 3.52 | 321 |
| Humor(Jam) | 2.70 | 320 |
| Innovation(Jam) | 3.04 | 356 |
| Mood(Jam) | 3.52 | 175 |
| Theme(Jam) | 3.20 | 351 |
./Shadows Below: error while loading shared libraries: libfreeimage.so.3: cannot open shared object file: No such file or directory
./Shadows Below: error while loading shared libraries: libglfw.so.3: cannot open shared object file: No such file or directory
I've tried both cross compiling from Linux with Mingw-gcc (which failed because Rust itself doesn't cross-compile correctly between some platforms yet), and building on Windows with MSYS, which failed because it doesn't pick up some libraries.
Next up I'm going to try building an SDL backend to the library I used and hopefully that'll work.
You can get the runtime linker to look for libraries in the executable's location by setting the executable's rpath to $ORIGIN when linking it*. Or if you can't set an rpath, provide a wrapper script that people run instead of the executable that sets LD_LIBRARY_PATH**
It's better that you fix that once for everyone than everyone having to hunt down dependencies before they can play your game
(I didn't try your game yet because Ubuntu doesn't have glfw3 in the default repos and i didn't feel like downloading and compiling that from source right now. Might try again later.)
* with gcc, you do that by passing -Wl,-rpath,$ORIGIN when linking, but you'll have to escape "$ORIGIN" from the shell and maybe your build system too depending on what you use. you can check if you got it right with ldd. in a makefile, you'd write -Wl,-rpath,'$$ORIGIN'
** here (if the executable's called "Shadows Below.bin"):
#!/bin/sh
cd "$(dirname "$(readlink -e "$0")")"
env LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" "./Shadows Below.bin" "$@"
I'll look into it once I get the Windows build working.
Unfortunately, I can't access my windows box right now so the wait will be a bit longer.
nice game (as far as I played), especially a very consistent graphicsstyle
we just cant play each others games can we? lol
I'll package it in as soon as I can.
Writings on tombstones were funny :)
But I found quite annoying those log messages. I have feeling like they hid something useful from me. Cleaning option, or making them fade away after some time would be great.
Interesting disparity between the stepped movement and smooth camera.
Pressing escape to close dialog was an odd choice. Closing it when you move would make more sense.
The SDL version looks for libfreeimage.so.3 and your included lib is libfreeimage.so, renaming it works.
btw my games web link is up...again! I promise this time lol
But anyway! Onto the game itself. Moving around feels very tedious, especially to start over again, partly because the content is all the same (so I'm not exploring anything new), but mostly because I don't know why there's that delay when I try to move. Basically, as soon as I tap the key I should move instantly, and if I hit it again I should move as soon as I hit it. If I hold in a move key, then you can introduce a small delay, but it should be smaller than it is.
Lots of areas to explore and a fair amount of text to read, which is fun. I like exploring and reading all the little messages and such. Combat however was severely lacking. There are basically no choices to make, I'm kind of just sitting watching a random number generator. The hp or damage mechanic is hardly interesting, because I basically just hold onto energy until my HP is low, and rinse-repeat, but it's a start. Even something as simple as choosing what equipment to wear at least gives me the opportunity to game the stats. Or if I could spend the power on different types of damage and different kinds of defenses (dodge-rate, armor, attack accuracy, minimum damage, maximum damage, crit chance, etc.)
Graphics were cool, reminded me of "Realm of the Mad God." Has that pseudo-retro feel. Really wish there were some music or sounds though. Not really seeing how the theme fits here? I guess because at some points you go underground, but it's not the strongest entry in terms of theme.
Parting words I'll just say that in order for this to really be fun there's definitely something missing, you need more interesting character development at the least. As it stands, it's pretty impressive in terms of content for 72-hours but the mechanics are simply lacking. Something to think about for next LD, I suppose.
Oh, and btw, if you're gonna plug your game on my page, the least you could do is give me a little more meaningful feedback than "interesting and fun mechanic." What that said to me was "yeah, I kinda played your game for a bit, but really I just want you to come back and play mine." Doesn't exactly give me a whole lot to work with in terms of trying to improve, ya know? ;) Anyway, thanks for playing
main thing i didn't like was dying and having to start over from the beginning. :P :D
Now that I think about it, checkpoints would've been a good idea, regardless.
I did realise the gameplay was very simplistic. I just didn't have enough time to make it more complex.
Graphics looks really nice and I'm very happy to see a game that feels as complete as this one. Much respect for that!
Gameplay wise the game is very nice, but I also ran out of health/energy once I had cleared out all the regular skeletons and started to attack the skeleton king. Perhaps I let myself be attacked by multiple enemies at once too much?
Anyways, great job!