ShapeSummoner by frederikja163
This game was mostly made as a test of my game engine. I actually didnt expect to finish a game at all. But when by day 2 i had an almost playable game i decided to just not care about my code quality at all and get the game done. Anyways, you dont wanna hear about that, you just wanna hear what the game is about right?
The game is about typing, hugely inspired by other typing games like typeracer and zty.pe, although slightly more gamified than typeracer. You type the name of several shapes and colors to shoot evil summons that are trying to kill you. There is a tutorial in game explaning it much better.!
Note!!
The game might be hard to close down. The game engine is custom made, and i didnt have time to run it on seperate systems. So there are unique problems on every system, but i appreciate your patience in getting it to work.
Windows:
If you get a purple window you might need to re-size the window to make it show up properly.
Linux
You also may need to install the dotnet 8 runtime if you havent already.https://dotnet.microsoft.com/en-us/download dotnet 8.0. You may also need to install glfw and make sure it is in your system path. 4356609409553464629052522594248546900164959n.png4356467683315408966072156234108014732175864n.png
| Original URL | https://ldjam.com/events/ludum-dare/55/shapesummoner |
Ratings
| Overall | 183th | 3.447⭐ | 21🧑⚖️ |
| Fun | 127th | 3.579⭐ | 21🧑⚖️ |
| Innovation | 184th | 3.289⭐ | 21🧑⚖️ |
| Theme | 277th | 3.053⭐ | 21🧑⚖️ |
| Graphics | 197th | 3.368⭐ | 21🧑⚖️ |
| Humor | 221th | 2.594⭐ | 18🧑⚖️ |
| Mood | 225th | 3.132⭐ | 21🧑⚖️ |
| Given | 29🗳️ | 18🗨️ |
0. Install latest vc_redist
1. unpack your achive
2. run ShapeSummoner.exe
I did this steps in Windows Sanbox. My game works there...
I'm impressed this is your own engine!
Fun little typing challenge. I liked when it gave me an opportunity to chain actions - switch to a colour then do a few different shapes in a row then do another colour of the last shape. It's satisfying.
I can potentially see how geometric forms alone can get limiting if you expand the game, but maybe with a third modifier you can get enough variety that it doesn't matter.
There were some phases where nothing is on screen for quite some time, where I wondered if something has broken.
Ran almost flawlessly on my W10 machine :D
```
2024/04/22 21:02:47.352 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.ShapeInstance.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.364 | Info | JAngine.Rendering.Window.RenderThread | JAngine.Rendering.OpenGL.FragmentShader, JAngine.Rendering.OpenGL.CreateEvent
2024/04/22 21:02:47.365 | Info | JAngine.Rendering.Window.RenderThread | Gui.Shader.2D, JAngine.Rendering.OpenGL.CreateEvent
Unhandled exception. 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
System.Exception: Failed to link shader Gui.Shader.2D:
at JAngine.Rendering.OpenGL.Shader.JAngine.Rendering.OpenGL.IGlObject.DispatchEvent(IGlEvent glEvent) in /home/frederikja/Projects/JAngine/JAngine/Rendering/OpenGL/Shader.cs:line 186
at JAngine.Rendering.Window.RenderThread() in /home/frederikja/Projects/JAngine/JAngine/Rendering/Window.cs:line 299
2024/04/22 21:02:47.401 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.402 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
2024/04/22 21:02:47.402 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent
```

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)
```