I have an problem with the game.It can be unpacked under Linux.Zip, but the game cannot be started.I always get the message Unknown file type.It also cannot be opened with “Open As”.
Operating system: LMDE 6 Faye
I hope you can help me how to start the game. Thank you in advance for your help Best regards, Matthias
i'm not much of a linux person, so i really can't offer any insight. i have posted a new version which might help, but as far as i can tell the issue is a file type issue, and i am exporting x86_64 files which should work on most linux based machines.
Yes, I'm doing fine so far. <span class="ryNqvb" <thanks.<="" span="">> Hope you too? I'll download it again and try the new version, maybe the game will work then. </span>It's no problem if you can't help me much, I would feel the same if I helped someone with Windows. In any case, thank you.
You can't use an .exe file on linux, that file is made for windows. The only way is to use a program like Lutris to run it, if you download the demo on Steam that will also work since steam will do the hard work for you.
Not sure why the linux version of the game has .exe files in it? They should be .sh files to work properly for linux. (Been gaming on linux for years).
thanks, i am glad to hear you had fun! there's no plans on being able to sell your items at this time, although there are several shops throughout the game you can buy from
Exceptional, had a ton of fun playing this! Definitely one of the highlights of DD56, and you're definitely going to succeed with a full release. Keep working on this!
Honestly, none. You're not a blizzard to do exactly like them, so do as you see fit. The only advice I can give is for the player to immediately have + 5 points of characteristics so that he can decide which class he could play for and then it is very difficult to get to the first level to acquire skills. Well, or when you choose items, then let's say you are given +5 to strength if it is a sword and +5 to dexterity if it is a bow. I also understand that you want to make a warrior magician so that everyone can use magic, so this is quite an interesting system, like in titan quest to switch weapons to get the necessary skills, in orginal Diablo it was also like that, but not like yours. Anyway, I turned on the nerd, the game is good, I'm waiting for the next updates. (I wrote through a translator as there may be errors)
I had such a fun time playing this and I can't wait to play more! Nice of you to pick up the torch left behind by Diablo 1 and create something like this. It satisfied that itch and I can't wait to try and dig even further into it next time!
thank you for the video! it was a lot of fun to watch. i caught a few small errors i fixed, and they will be included in the next content patch which should be out tomorrow night.
Very fun. Also pretty difficult. Would like if I could save (there is an option but it doesn't seem to work). I didn't get very far but this is better than almost all the arpgs I've played. The atmosphere is very nice and terrifying because you don't have any pots.
I played an archer on my best run and it seemed like my bow skills wouldn't fire sometimes and I don't know why. I don't know if I was interrupting it or what.
The graphics are actually cool. I get ps2 era vibes almost which I think the game could lean into. The graphics could use a final pass but I think the game looks good for the most part.
hey, thanks for playing and writing! surprised to hear saving didn't work for you, i'll investigate the version and see what's up. there's an autosave feature that should work either way. it saves every time you enter a new floor. as for the archer build, you can hold shift to stand still and fire at will. if you're not holding shift, your character will attempt to move to your mouse cursor if the enemy moves away from your pointer. it's done so to allow for more control over your animations. you can change this in the options menu and your character won't interrupt himself when shooting. there's also a sister-option to that, that allows you to turn when shooting.
plenty of graphics, especially a lot of the UI, are still WIP. most of the UI is currently finished, but not released to the public. if the project interests you, i encourage you to stay tuned in whichever way is convenient for you and watch for future updates. there should be one relatively soon (2-3 weeks from now).
i'm very happy to hear that you had an enjoyable experience! thanks again for playing
I played your game for a couple of hours and since I’m a huge Diablo 1 & 2 fan, I was really enjoying myself. Unfortunately I was unable to finish the game but I think I made it to level 6.
I see a huge potential in this game, and I definitely want to play it again, when more updates have been implemented.
I’ve written my personal feedback below. I hope you can make some good use of it.
Glitches:
Stuff such as barrels spawns outside the map.
Save system bugged out. Worked fine several times, but then something happened.
Save game is not existing after relaunching.
Map glitched after reloading a saved game.
Monsters, dead or alive, are being rotated around the player at certain locations.
Clicking walls made some weird movement behavior to the player.
Monsters walk through doors.
Inventory glitch (1 square highlight).
Some items get consumed from inventory on right click.
Monsters die before they actually get hit.
The Healing Light spell seems kinda broken and pointless. I’m not a big fan that it’s reducing my hitpoints. Instead add more potions or a place to buy them.
Stuff to expect:
Door sounds
Door collision and the option to close the door.
Various footstep SFX. They sound too monotone.
Option for putting on boots & belts.
UI text overlay on dropped items.
Monster health bars.
A starter spell book.
Various player characters for selection.
Trapped doors and chests.
Secret rooms.
A place to sell stuff.
Gold or other currency.
Item drop sounds when they land on the ground.
Make it possible to shift/ctrl click potions into the hotbar.
Autosave feature between levels
Questions:
What does the kill amount on the monsters mean?
Are there even any unique or rare items in the game or was I just unlucky?
Hey! Very strange to hear this - I don't think I've run into anyone else having this issue (that wasn't running the game off an old Thinkpad).
The only thing that comes to mind is that if you happened to be recording, perhaps the default resolution is creating some issues. I saw someone else experiencing slight lag on a normal machine while they were recording and having not changed the standard resolution, and it immediately fixed itself after switching to 1080 down from 1440.
If you have the time and patience, you could try setting the resolution down in the options tab of the main menu, and seeing if that helps.
Either way, thanks for the interest and sorry that it didn't run! I'll investigate this further.
First thing I did was to change the resolution to 1920x1080 and actually, I did record the first bit I played, but then I stopped the recording and restarted the application. Second attemt, I didn't record this time, but it didn't seemed to help. However, I didn't change the resolution though. So I'm gonna try that and give it another go then.
I still have the recording if you wanna see for yourself.
Just tried every resolution available. I enabled a FPS counter. It stayed on 8-9 fps in every resolution constantly. The game menu + loading sequence has about 15 fps. So I'm almost positive there's a glitch somewhere.
I'll try playing the game on my laptop, to see if it's just my desktop PC doing some weird things.
First of all I tried to run your game on my laptop but it wouldn’t even launch. So instead, I had a friend of mine testing out your game and he had around 60 FPS, which is fine. I think is his max limit due to his refresrate cap.
I tried to make a separate Nvidia Launch setting for the game, where I ticked almost every setting off. It gave about +1 FPS which is basically nothing.
I also made sure that I wasn’t using the GPU on my CPU. It’s disabled in my BIOS.
I too, use Unity for all my games, and I have never experienced this issue before. I’ve played several other Unity games as well.
Could it be something in your build/project settings perhaps?
Just finished playing through the game. Here are my thoughts, some sugestions and some ideas.
Overall, I enjoyed playing it. I actualy finished it and that says something, since I turn most indev games off if they don't entertain me in some way from the start. Inventory works well, the game has actual pathfinding for main character (which is something even big games don't necesarily have) and I didn't have a single crash or any serious bug.
Here are some things that could be improved:
Doors. One enemy stood in the same spot door were and I just kept opening and closing the door instead of attacking him. Best solution would be to give the player the ability to only open them. Not close them.
Small hitboxes on some enemies. The temptress is a good example. You have to click on the model perfectly to actualy start atacking and that model is pretty thin, making me just walk when I click and the enemy plays an animation. Model moves, I click the empty space, which made me miss sometimes. Solution would be to make the hitbox bigger, or making it a bubble.
Character slowing down while moving through doorways in a specific way, or past enemies. Not a huge problem, but still noticeable and slightly anoying.
Dropping items is iffy. Right clicking item in the inventory drops it, but draging it outside and clicking drops it and then character walks to the spot the mouse clicked. Personaly, I would prefer if you could drop items only by draging them outside without your character moving. Right click could be used for equiping / using items and droping them quickly could be done with shift+click.
No enemy health indicator. Adding a healthbar for the currently targeted enemy at the bottom of the screen, or just changing color of their name depending on their health would be better than not having it imho. I would also like to see some graphical effects for hitting / getting hit by an enemy. Blood splashes, bones flying,... Things like that.
Repetetive sounds. As far as I could tell, most activities have a single sound option. Attacking, enemies dying, enemies getting hit, footsteps etc. This could obviously be solved by adding more sounds, but making every soundeffect play with different pitch level every time it is played would improve this too.
Too many potions. By the time I finished the game, my inventory was completely full with potions. Obvious solution would be to spawn less, but that could be hell to balance in later stages. Other option would be to let potions spawn only if the player has less than let's say ten of them. Next option would be to make them stackable by five or ten.
Range of spiters seems too long. Personaly, I would change their attack to be like a mortar. Firing a projectile in an arc that explodes in a small radius in the place you stood while it was fired. This would diferentiate them from the skeleton archer a bit more.
It would be nice if the golden goblin had actual UI that opened together with your inventory when you click it, showing three slots for the items. It took a few moments to figure out how he worked.
These are the things that came in mind. Ofcourse, there are more but these are very obviously in the works and not implemented yet since the game is still in development. Here are some "wild" ideas. Some things I thought might be neat. They might be good additions, but they might just sound good writen and be terrible while actualy finished.
I liked the simple lighting and I wouldn't mind if the game was darker. Light could probably serve as a new resource. Having multiple sources of light, like strong but quick burning torches or weaker, but longer lasting lanterns could make things more interesting. Strong light could make enemies weaker or reveal secrets stashes. Weak light could make enemies stronger, but will make them less aggressive, so it would be easier to pick them off one by one.
A simple arena mode independent from the main campaign could add some replayability. You start the arena mode, select a dificulty and be spawned into a large room with some enemies and a boss. Kill them, get some loot and xp and be teleported back. Sell your items, buy new ones and be teleported into new room with new enemies. This could go on forever. Upon death, highest room reached will be saved in a high score board.
It would be nice to incorporate past characters into new runs. Adding a strong zombie carrying one item from your past character or just making your previous character who won a boss you have to fight. Something like that.
Anyway, that is all I can think of now. Wish you good luck and hope you enjoy developing your game.
Thanks for the tremendous review! Things like this are rare to come by, and I appreciate every line. Be assured I will consider and review everything you've written. Best of luck fellow dev!
Hey! I'm assuming you are trying this on a Mac? I didn't test the latest build on a Mac (since I don't own one), and I'm sorry it doesn't work. While the previous builds worked fine, currently none of my playtesters are Mac owners and I cannot reliably test to solve whichever issues are causing this. I will remove the Mac tag from the project, and again sorry for the inconvenience.
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Hello first,
I have an problem with the game. It can be unpacked under Linux.Zip, but the game cannot be started. I always get the message Unknown file type. It also cannot be opened with “Open As”.
Operating system: LMDE 6 Faye
I hope you can help me how to start the game. Thank you in advance for your help Best regards, Matthias
greetings, i hope you are doing well.
i'm not much of a linux person, so i really can't offer any insight. i have posted a new version which might help, but as far as i can tell the issue is a file type issue, and i am exporting x86_64 files which should work on most linux based machines.
i am sorry i can't be of much help on the matter
Greetings to you too.
Yes, I'm doing fine so far. <span class="ryNqvb" <thanks.<="" span="">> Hope you too? I'll download it again and try the new version, maybe the game will work then.
</span>It's no problem if you can't help me much, I would feel the same if I helped someone with Windows. In any case, thank you.
greetings Matthias
I like that you try to apease the linux group :) even as someone who is not into linux! I wasnt able todo that so far!
You can't use an .exe file on linux, that file is made for windows. The only way is to use a program like Lutris to run it, if you download the demo on Steam that will also work since steam will do the hard work for you.
Not sure why the linux version of the game has .exe files in it? They should be .sh files to work properly for linux. (Been gaming on linux for years).
>Not sure why the linux version of the game has .exe files in it?
Which zip did you download? the linux .zip file does not contain any .exe files.
Really fun!!
Is there a way to sell your items?
thanks, i am glad to hear you had fun!
there's no plans on being able to sell your items at this time, although there are several shops throughout the game you can buy from
Feels a bit cluncky
Exceptional, had a ton of fun playing this! Definitely one of the highlights of DD56, and you're definitely going to succeed with a full release. Keep working on this!
thank you very much! it's high praise coming from you
Looks awesome! Going to give it a download.
This is a great game. My only complaint is that it's so short ;-;
I'm looking forward to the full release!
thanks for playing, i'm happy to hear you've enjoyed it! you can expect the full release at some point this year!
Хорошая игра действительно что то в ней есть от первой Дьябло, но только расширенная. Спасибо за игру было приятно поиграть.
спасибо! i'm glad you had fun! please let me know any thoughts or feedback that you might have.
Honestly, none. You're not a blizzard to do exactly like them, so do as you see fit. The only advice I can give is for the player to immediately have + 5 points of characteristics so that he can decide which class he could play for and then it is very difficult to get to the first level to acquire skills. Well, or when you choose items, then let's say you are given +5 to strength if it is a sword and +5 to dexterity if it is a bow. I also understand that you want to make a warrior magician so that everyone can use magic, so this is quite an interesting system, like in titan quest to switch weapons to get the necessary skills, in orginal Diablo it was also like that, but not like yours. Anyway, I turned on the nerd, the game is good, I'm waiting for the next updates. (I wrote through a translator as there may be errors)
this is amazing
This looks awesome
thank you for the video! it was a lot of fun to watch. i caught a few small errors i fixed, and they will be included in the next content patch which should be out tomorrow night.
Amazing! Keep going, can't wait for more!!!
Hello! I can translate the game into Spanish if you'd like :)
Really fun Game!
Very fun. Also pretty difficult. Would like if I could save (there is an option but it doesn't seem to work). I didn't get very far but this is better than almost all the arpgs I've played. The atmosphere is very nice and terrifying because you don't have any pots.
I played an archer on my best run and it seemed like my bow skills wouldn't fire sometimes and I don't know why. I don't know if I was interrupting it or what.
The graphics are actually cool. I get ps2 era vibes almost which I think the game could lean into. The graphics could use a final pass but I think the game looks good for the most part.
hey, thanks for playing and writing!
surprised to hear saving didn't work for you, i'll investigate the version and see what's up. there's an autosave feature that should work either way. it saves every time you enter a new floor.
as for the archer build, you can hold shift to stand still and fire at will. if you're not holding shift, your character will attempt to move to your mouse cursor if the enemy moves away from your pointer. it's done so to allow for more control over your animations. you can change this in the options menu and your character won't interrupt himself when shooting. there's also a sister-option to that, that allows you to turn when shooting.
plenty of graphics, especially a lot of the UI, are still WIP. most of the UI is currently finished, but not released to the public. if the project interests you, i encourage you to stay tuned in whichever way is convenient for you and watch for future updates. there should be one relatively soon (2-3 weeks from now).
i'm very happy to hear that you had an enjoyable experience! thanks again for playing
I played your game for a couple of hours and since I’m a huge Diablo 1 & 2 fan, I was really enjoying myself. Unfortunately I was unable to finish the game but I think I made it to level 6.
I see a huge potential in this game, and I definitely want to play it again, when more updates have been implemented.
I’ve written my personal feedback below. I hope you can make some good use of it.
Glitches:
Stuff to expect:
Questions:
edit: issue resolved!
Hey! Very strange to hear this - I don't think I've run into anyone else having this issue (that wasn't running the game off an old Thinkpad).
The only thing that comes to mind is that if you happened to be recording, perhaps the default resolution is creating some issues. I saw someone else experiencing slight lag on a normal machine while they were recording and having not changed the standard resolution, and it immediately fixed itself after switching to 1080 down from 1440.
If you have the time and patience, you could try setting the resolution down in the options tab of the main menu, and seeing if that helps.
Either way, thanks for the interest and sorry that it didn't run! I'll investigate this further.
Hey, thanks for your quick response.
First thing I did was to change the resolution to 1920x1080 and actually, I did record the first bit I played, but then I stopped the recording and restarted the application. Second attemt, I didn't record this time, but it didn't seemed to help. However, I didn't change the resolution though. So I'm gonna try that and give it another go then.
I still have the recording if you wanna see for yourself.
Thanks for sticking with it and troubleshooting! No need for the video, I take your word for it. Let me know how it pans out! Hopefully it works out
No problem. I'm happy to help.
Just tried every resolution available. I enabled a FPS counter. It stayed on 8-9 fps in every resolution constantly. The game menu + loading sequence has about 15 fps. So I'm almost positive there's a glitch somewhere.
I'll try playing the game on my laptop, to see if it's just my desktop PC doing some weird things.
Hey,
First of all I tried to run your game on my laptop but it wouldn’t even launch. So instead, I had a friend of mine testing out your game and he had around 60 FPS, which is fine. I think is his max limit due to his refresrate cap.
I tried to make a separate Nvidia Launch setting for the game, where I ticked almost every setting off. It gave about +1 FPS which is basically nothing.
I also made sure that I wasn’t using the GPU on my CPU. It’s disabled in my BIOS.
I too, use Unity for all my games, and I have never experienced this issue before. I’ve played several other Unity games as well.
Could it be something in your build/project settings perhaps?
Hey, do you have a discord/twitter account I could reach out to you to try and find the cause of this issue?
Itch comments are a bit of a mess when it comes to fast communication
Osur we miss you in the gotad discord
Fun game too!
where's the boing boing bros discord? i want to know how to stop getting filtered by the small walkways
It's the same as the gotad discord for now hehe
Just finished playing through the game. Here are my thoughts, some sugestions and some ideas.
Overall, I enjoyed playing it. I actualy finished it and that says something, since I turn most indev games off if they don't entertain me in some way from the start. Inventory works well, the game has actual pathfinding for main character (which is something even big games don't necesarily have) and I didn't have a single crash or any serious bug.
Here are some things that could be improved:
Doors. One enemy stood in the same spot door were and I just kept opening and closing the door instead of attacking him. Best solution would be to give the player the ability to only open them. Not close them.
Small hitboxes on some enemies. The temptress is a good example. You have to click on the model perfectly to actualy start atacking and that model is pretty thin, making me just walk when I click and the enemy plays an animation. Model moves, I click the empty space, which made me miss sometimes. Solution would be to make the hitbox bigger, or making it a bubble.
Character slowing down while moving through doorways in a specific way, or past enemies. Not a huge problem, but still noticeable and slightly anoying.
Dropping items is iffy. Right clicking item in the inventory drops it, but draging it outside and clicking drops it and then character walks to the spot the mouse clicked. Personaly, I would prefer if you could drop items only by draging them outside without your character moving. Right click could be used for equiping / using items and droping them quickly could be done with shift+click.
No enemy health indicator. Adding a healthbar for the currently targeted enemy at the bottom of the screen, or just changing color of their name depending on their health would be better than not having it imho. I would also like to see some graphical effects for hitting / getting hit by an enemy. Blood splashes, bones flying,... Things like that.
Repetetive sounds. As far as I could tell, most activities have a single sound option. Attacking, enemies dying, enemies getting hit, footsteps etc. This could obviously be solved by adding more sounds, but making every soundeffect play with different pitch level every time it is played would improve this too.
Too many potions. By the time I finished the game, my inventory was completely full with potions. Obvious solution would be to spawn less, but that could be hell to balance in later stages. Other option would be to let potions spawn only if the player has less than let's say ten of them. Next option would be to make them stackable by five or ten.
Range of spiters seems too long. Personaly, I would change their attack to be like a mortar. Firing a projectile in an arc that explodes in a small radius in the place you stood while it was fired. This would diferentiate them from the skeleton archer a bit more.
It would be nice if the golden goblin had actual UI that opened together with your inventory when you click it, showing three slots for the items. It took a few moments to figure out how he worked.
These are the things that came in mind. Ofcourse, there are more but these are very obviously in the works and not implemented yet since the game is still in development.
Here are some "wild" ideas. Some things I thought might be neat. They might be good additions, but they might just sound good writen and be terrible while actualy finished.
I liked the simple lighting and I wouldn't mind if the game was darker. Light could probably serve as a new resource. Having multiple sources of light, like strong but quick burning torches or weaker, but longer lasting lanterns could make things more interesting. Strong light could make enemies weaker or reveal secrets stashes. Weak light could make enemies stronger, but will make them less aggressive, so it would be easier to pick them off one by one.
A simple arena mode independent from the main campaign could add some replayability. You start the arena mode, select a dificulty and be spawned into a large room with some enemies and a boss. Kill them, get some loot and xp and be teleported back. Sell your items, buy new ones and be teleported into new room with new enemies. This could go on forever. Upon death, highest room reached will be saved in a high score board.
It would be nice to incorporate past characters into new runs. Adding a strong zombie carrying one item from your past character or just making your previous character who won a boss you have to fight. Something like that.
Anyway, that is all I can think of now. Wish you good luck and hope you enjoy developing your game.
Thanks for the tremendous review! Things like this are rare to come by, and I appreciate every line. Be assured I will consider and review everything you've written.
Best of luck fellow dev!
it brings me to the file
in my finder app
Hey! I'm assuming you are trying this on a Mac? I didn't test the latest build on a Mac (since I don't own one), and I'm sorry it doesn't work. While the previous builds worked fine, currently none of my playtesters are Mac owners and I cannot reliably test to solve whichever issues are causing this. I will remove the Mac tag from the project, and again sorry for the inconvenience.
Cheers
ok, Have a good day!
you know we cant play this right?