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X-YZE

X-YZE

A downloadable game for Windows, macOS, and Linux

Download NowName your own price

 

X-YZE (pronounced "excise") is a bump combat action game with a mysterious short story.

 


CLICK FOR CONTENT WARNINGS (a little spoilery)psychological manipulation, anxiety, panic attacks, gender/body/identity dysphoria, depression, dissociation, mild body horror, suicidal ideation

FEATURES

  • Play as a creature!

  • Bump combat

  • Mostly linear servers (aka levels), each with unique types of daemons (aka non-boss enemies) / hazards / etc and a boss fight at the end

  • Unlockable arcade mode (includes server and boss practice)

  • 2-4hr playtime, depending on playstyle (less than 1hr is viable in arcade mode)

  • ~3k words of a mysterious short story, delivered in small doses throughout and between servers

  • Keyboard and gamepad support

  • All original music, sound effects, and art

MECHANICS

  • BUMP COMBAT - No attack button. Just walk into daemons to attack automatically.

  • DASH - Just as useful for offense as for evasion.
    (NOTE: Dash not unlocked at start of game)

  • DIAGONAL MOVEMENT IS FASTER - Yes, I know how to normalize my vectors. No, I will not normalize my vectors.

  • ATTACK GAUGE - Your attacks charge up the gauge and therefore increases your damage; but even 1 hit from a daemon resets it!

  • DAEMON & SERVER VARIETY - The player mechanics have depth, but they are fairly simple. The spice comes from how those mechanics interact with the daemon and server design.

CONTROLS

KEYBOARD:

  • Arrow keys / WASD: Move
  • Z / Spacebar: Dash, Confirm, Advance text
  • Esc: Pause, Skip text

GAMEPAD:

  • D-pad / Left stick: Move
  • Bottom / Left face buttons: Dash, Confirm, Advance text
  • Start: Pause, Skip text

NOTE: Dash is not unlocked at the start of the game


BONUS STUFF

The game is free, but you can get some goodies if you pay certain amounts...

 For $10 or more, X-YZE BONUS PACK: 

  • SERVER & DAEMON GUIDE - 35-page PDF full of tips & blurbs about each server and daemon in the game. Includes exclusive illustrations by Alix of every daemon!

  • CONCEPT ARTBOOK - 15-page PDF showcasing concept art from throughout development, plus some scrapped stuff. Includes commentary from Alix!

  • LEVEL DESIGN NOTEBOOK SKETCHES - Folder of level design notebook sketches from as early as Feb, 2024 (1 month into development).

  • GAME TRANSCRIPT - Simple PDF containing the full text of the game.

 For $15 or more, X-YZE BONUS PACK + X-YZE SFX PACK: 

  • All the sound effects I made for the game, plus some unused ones.

  • 150 sound effects, 44.1k / 16-bit WAV format.

 The SOUNDTRACK is available separately on Bandcamp 


CREDITS

CHRIS LOGSDON: Game design, programming, music & SFX, writing, logo, most in-game art, most daemon character design, character design for 1 boss, Server & Daemon Guide

ALIX LYTTON: Player character design, most boss character design, dialogue portrait art, cover art, character design for 3 of the daemons, Concept Artbook, feedback + testing + proofreading

JACOB ALBANO: Some tools dev

PLAYTESTERS:Alix Lytton,azalea evergreen,John Thyer,Melos Han-Tani,NARFNra,Polly,Seth Prestwich,Sraëka Lillian,Thomas "jetstorm4" L.

SOUNDFONTS:stgiga;CliffyJiffy, Kaiden;jsw11jsw, VentusArranger;HandlebarOrionX;Joo

FONTS: EquipmentPro, yolk_6 bysomepx; monogram bydatagoblin; NotJamSciMono13, NotJamSlabSerif11 byNot Jam; m3x6, m5x7 byDaniel Linssen

INSPIRATIONS

I plan to write in more detail about all of this in the future, but here are some highlights...

  • Bump combat:Ys I and II,Angeline Era,Sylvie RPG: 7 Elf Apocalypse
  • Various mechanics: Many shmups of old
  • Aesthetics: Mega Man Battle Network, Phantasy Star Online, Summer Wars, Digimon, PC-88 era HUDs
  • Music: Too many to list here, but in general I tried to only listen to non-mainstream non-video-game music while composing the OST
  • Touhou very much informed the pace I dole out story

Updated 7 days ago
StatusReleased
PlatformsWindows,macOS,Linux
Rating
Rated 4.8 out of 5 stars
(13 total ratings)
AuthorChris
GenreAction
Made withAseprite,Godot
Tags2D,Action-Adventure,Arcade,bump-combat,bumpslash,Dark,Furry,LGBTQIA,Pixel Art,Short
Average sessionA few hours
LanguagesEnglish
InputsKeyboard,Gamepad (any)
LinksSoundtrack

Download

Download NowName your own price

Click download now to get access to the following files:

X-YZE (Windows)127 MB
X-YZE (Linux)124 MB
X-YZE (Mac)148 MB
X-YZE BONUS PACK43 MB
if you pay$10 USD or more
X-YZE SFX PACK30 MB
if you pay$15 USD or more

Development log

Comments

Log in with itch.io to leave a comment.

This is seriously amazing. Thank you for making it and sharing it!!!

Hi -- I'm from thePortMaster crew. We port modern games to retro handhelds. I'd love to add this game to our catalogue. Would you be okay with us distributing your game files in our port packages? Of course, we'd credit you, and all that. If not, that's fine -- we can instruct players to download them (from here) to add manually. Thanks for considering.

Cool! Sure, you can go ahead and do that, but where possible please do include a link to the itch page and mention that the bonus pack and SFX pack are available there. Thank you! c:

Great! This'll make a fantastic addition. I'll be certain to add a note :)

EDIT: Ah, I see the blog post about this now. Best of luck solving the issue! Original comment remains below:

On my m1 mac, I get a segfault when I run it using the command (and it just crashes when I open it as an app, after showing a little Godot logo window).
Same result if I run it in Rosetta mode.

Here's the terminal output:

Godot Engine v4.2.1.stable.official.b09f793f5 -https://godotengine.org

OpenGL API 4.1 Metal - 88.1 - Compatibility - Using Device: Apple - Apple M1 Pro

RUNNING X-YZE VERSION v1.02

/Users/phoenix/Downloads/X-YZE_MAC/X-YZE_MAC/X-YZE.command: line 15: 65888 Segmentation fault: 11  "$BASE_PATH/X-YZE.app/Contents/MacOS/X-YZE" "$@"

Saving session...completed.

Deleting expired sessions...       6 completed.

[Process completed]

If I run it with Crossover, I get a much longer pagefault error printout:

Unhandled exception: page fault on write access to 0x0000000000000000 in 64-bit code (0x006fffffb0a449).

Register dump:

rip:00006fffffb0a449 rsp:000000000081eca8 rbp:000000000081edbb eflags:00000202 ( - -- I - - - )

rax:0000000000000000 rbx:000000000c657d70 rcx:0000000000000000 rdx:0000000009700050

rsi:0000000009700050 rdi:0000000000000000 r8:0000000000000080 r9:0000000000000000 r10:000000020c829020

r11:0000000000000202 r12:0000000000000000 r13:00000000094f0048 r14:0000000000000001 r15:0000000000000000

Stack dump:

0x0000000081eca8: 00000000094f0040 0000007d00000000

0x0000000081ecb8: 0000000140c5d203 000000000ee6c038

0x0000000081ecc8: 000000000c657d70 0000007d00000000

0x0000000081ecd8: 0000000000000006 000000000081edc0

0x0000000081ece8: 0000000000000000 0000000000000000

0x0000000081ecf8: 000000000081edbc 000000000081edbb

0x0000000081ed08: 000000000081f2d0 000000000ee9fd70

0x0000000081ed18: 00000000094f0048 000000000081edbc

0x0000000081ed28: 000000000081edc0 0000000144214b28

0x0000000081ed38: 0000100200eb0000 0000000000000000

0x0000000081ed48: 0000000000000090 000000000ee6c040

0x0000000081ed58: 0000000000eb0000 0000000000000000

Backtrace:

=>0 0x006fffffb0a449 in msvcrt (+0xa449) (0x0000000081edbb)

0x006fffffb0a449 msvcrt+0xa449: movdqa %xmm0, (%rdi)

Modules:

Module Address Debug info Name (480 modules, 2 for wow64 not listed)

PE-Wine 7bee0000- 7bfef000 Deferred opengl32

PE 140000000- 14441c000 Deferred x-yze_win

Mach-O 200000000- 20000b000 Deferred <wine-loader>

Mach-O 208593000- 20867b000 Deferred ntdll.so

Mach-O 20883b000- 20885e000 Deferred cxcompatdb.so

Mach-O 208892000- 2088ae000 Deferred libd3dshared.dylib

Mach-O 208992000- 2089a7000 Deferred bcrypt.so

Mach-O 2089ba000- 2089c8000 Deferred crypt32.so

Mach-O 208c41000- 208cba000 Deferred libgmp.10.dylib

Mach-O 208e98000- 2090f2000 Deferred libgnutls.30.dylib

Mach-O 20931f000- 2094a9000 Deferred win32u.so

Mach-O 2095f3000- 2096a6000 Deferred libcxfreetype.6.dylib

Mach-O 20b682000- 20b700000 Deferred winemac.so

Mach-O 20c708000- 20c715000 Deferred dwrite.so

Mach-O 20c729000- 20c735000 Deferred dnsapi.so

Mach-O 20c749000- 20c757000 Deferred ws2_32.so

Mach-O 20c7b8000- 20c859000 Deferred opengl32.so

Mach-O 20db4d000- 20db62000 Deferred libobjc-trampolines.dylib

Mach-O 20ed0f000- 20eda7000 Deferred applemetalopenglrenderer

Mach-O 216f36000- 216f4b000 Deferred winecoreaudio.so

Mach-O 21727b000- 2173f2000 Deferred coreaudio

PE-Wine 6ffffdc20000- 6ffffdc52000 Deferred rsaenh

PE-Wine 6ffffdc70000- 6ffffdc7d000 Deferred winecoreaudio

PE-Wine 6ffffdc90000- 6ffffdc9e000 Deferred version

PE-Wine 6ffffdcb0000- 6ffffdcda000 Deferred mmdevapi

PE-Wine 6ffffdcf0000- 6ffffdd03000 Deferred xinput1_4

PE-Wine 6ffffdd20000- 6ffffdd32000 Deferred wintab32

PE-Wine 6ffffddb0000- 6ffffdde6000 Deferred uxtheme

PE-Wine 6ffffde00000- 6ffffde0f000 Deferred winemac

PE-Wine 6ffffde20000- 6ffffde31000 Deferred wsock32

PE-Wine 6ffffde50000- 6ffffde71000 Deferred msacm32

PE-Wine 6ffffde90000- 6ffffdf51000 Deferred winmm

PE-Wine 6ffffdf70000- 6ffffe048000 Deferred oleaut32

PE-Wine 6ffffe060000- 6ffffe0d2000 Deferred libvkd3d-1

PE-Wine 6ffffe0f0000- 6ffffe229000 Deferred libvkd3d-shader-1

PE-Wine 6ffffe240000- 6ffffe399000 Deferred wined3d

PE-Wine 6ffffe3b0000- 6ffffe3ea000 Deferred dxgi

PE-Wine 6ffffe400000- 6ffffe476000 Deferred dwrite

PE-Wine 6ffffe490000- 6ffffe49f000 Deferred dwmapi

PE-Wine 6ffffe4b0000- 6ffffe4cd000 Deferred coml2

PE-Wine 6ffffe4e0000- 6ffffe52e000 Deferred combase

PE-Wine 6ffffe540000- 6ffffe5f7000 Deferred ole32

PE-Wine 6ffffe610000- 6ffffe621000 Deferred hid

PE-Wine 6ffffe640000- 6ffffe77d000 Deferred comctl32

PE-Wine 6ffffe790000- 6ffffe7d5000 Deferred dinput8

PE-Wine 6ffffe7f0000- 6ffffe7fd000 Deferred avrt

PE-Wine 6ffffe830000- 6ffffe849000 Deferred bcrypt

PE-Wine 6ffffe860000- 6ffffe931000 Deferred crypt32

PE-Wine 6ffffe950000- 6ffffe967000 Deferred shcore

PE-Wine 6ffffe980000- 6ffffe9cd000 Deferred shlwapi

PE-Wine 6ffffe9e0000- 6fffff2ff000 Deferred shell32

PE-Wine 6fffff3d0000- 6fffff3de000 Deferred nsi

PE-Wine 6fffff3f0000- 6fffff406000 Deferred dnsapi

PE-Wine 6fffff420000- 6fffff44b000 Deferred iphlpapi

PE-Wine 6fffff4d0000- 6fffff4ef000 Deferred imm32

PE-Wine 6fffff500000- 6fffff53d000 Deferred win32u

PE-Wine 6fffff550000- 6fffff5d1000 Deferred gdi32

PE-Wine 6fffff5f0000- 6fffff7ab000 Deferred user32

PE-Wine 6fffff880000- 6fffff8f4000 Deferred setupapi

PE-Wine 6fffff910000- 6fffff993000 Deferred rpcrt4

PE-Wine 6fffff9b0000- 6fffff9d7000 Deferred ws2_32

PE-Wine 6fffff9f0000- 6fffffab9000 Deferred ucrtbase

PE-Wine 6fffffad0000- 6fffffaf0000 Deferred sechost

PE-Wine 6fffffb00000- 6fffffb9c000 Export msvcrt

PE-Wine 6fffffbb0000- 6fffffbf2000 Deferred advapi32

PE-Wine 6fffffc10000- 6fffffeaa000 Deferred kernelbase

PE-Wine 6fffffec0000- 6ffffff22000 Deferred kernel32

PE-Wine 6ffffff40000- 6ffffffea000 Deferred ntdll

Mach-O^ 7ff817134000- 7ff817134400 Deferred libobjc.a.dylib

Mach-O^ 7ff817207000- 7ff817207400 Deferred libsystem_blocks.dylib

Mach-O^ 7ff81720b000- 7ff81720b400 Deferred libxpc.dylib

Mach-O^ 7ff817253000- 7ff817253400 Deferred libsystem_trace.dylib

Mach-O^ 7ff81726d000- 7ff81726d400 Deferred libcorecrypto.dylib

Mach-O^ 7ff817324000- 7ff817324400 Deferred libsystem_malloc.dylib

Mach-O^ 7ff817364000- 7ff817364400 Deferred libdispatch.dylib

Mach-O^ 7ff8173ab000- 7ff8173ab400 Deferred libsystem_featureflags.dylib

Mach-O^ 7ff8173ae000- 7ff8173ae400 Deferred libsystem_c.dylib

Mach-O^ 7ff817436000- 7ff817436400 Deferred libc++.1.dylib

Mach-O^ 7ff8174b1000- 7ff8174b1400 Deferred libc++abi.dylib

Mach-O 7ff8174c7000- 7ff817502000 Deferred libsystem_kernel.dylib

Mach-O 7ff817502000- 7ff81750e000 Deferred libsystem_pthread.dylib

Mach-O^ 7ff81750e000- 7ff81750e400 Deferred libdyld.dylib

Mach-O 7ff817533000- 7ff81753e000 Deferred libsystem_platform.dylib

Mach-O^ 7ff81753e000- 7ff81753e400 Deferred libsystem_info.dylib

Mach-O^ 7ff817569000- 7ff817569400 Deferred corefoundation

Mach-O^ 7ff817a03000- 7ff817a03400 Deferred launchservices

Mach-O^ 7ff817cc1000- 7ff817cc1400 Deferred metaltools

Mach-O^ 7ff817e11000- 7ff817e11400 Deferred libblas.dylib

Mach-O^ 7ff817fe9000- 7ff817fe9400 Deferred lexicon

Mach-O^ 7ff8180d2000- 7ff8180d2400 Deferred libsparse.dylib

Mach-O^ 7ff81814a000- 7ff81814a400 Deferred systemconfiguration

Mach-O^ 7ff8181d1000- 7ff8181d1400 Deferred libcrfsuite.dylib

Mach-O^ 7ff81849b000- 7ff81849b400 Deferred foundation

Mach-O^ 7ff8190d2000- 7ff8190d2400 Deferred languagemodeling

Mach-O^ 7ff81929f000- 7ff81929f400 Deferred coredisplay

Mach-O^ 7ff8193cd000- 7ff8193cd400 Deferred audiotoolboxcore

Mach-O^ 7ff819745000- 7ff819745400 Deferred coretext

Mach-O^ 7ff81a077000- 7ff81a077400 Deferred security

Mach-O^ 7ff81a426000- 7ff81a426400 Deferred libicucore.a.dylib

Mach-O^ 7ff81a6c7000- 7ff81a6c7400 Deferred libsystem_darwin.dylib

Mach-O^ 7ff81a6d2000- 7ff81a6d2400 Deferred carboncore

Mach-O^ 7ff81a9cd000- 7ff81a9cd400 Deferred coreservicesinternal

Mach-O^ 7ff81aa0f000- 7ff81aa0f400 Deferred coreservicesstore

Mach-O^ 7ff81aa4f000- 7ff81aa4f400 Deferred iokit

Mach-O^ 7ff81ab13000- 7ff81ab13400 Deferred libsystem_notify.dylib

Mach-O^ 7ff81ab23000- 7ff81ab23400 Deferred libsandbox.1.dylib

Mach-O^ 7ff81ab78000- 7ff81ab78400 Deferred appkit

Mach-O^ 7ff81bfa9000- 7ff81bfa9400 Deferred uifoundation

Mach-O^ 7ff81c186000- 7ff81c186400 Deferred uniformtypeidentifiers

Mach-O^ 7ff81c19c000- 7ff81c19c400 Deferred desktopservicespriv

Mach-O^ 7ff81c6d3000- 7ff81c6d3400 Deferred libnetwork.dylib

Mach-O^ 7ff81c6d4000- 7ff81c6d4400 Deferred cfnetwork

Mach-O^ 7ff81ca83000- 7ff81ca83400 Deferred libsystem_networkextension.dylib

Mach-O^ 7ff81ca9c000- 7ff81ca9c400 Deferred libenergytrace.dylib

Mach-O^ 7ff81ca9d000- 7ff81ca9d400 Deferred libmobilegestalt.dylib

Mach-O^ 7ff81cb0f000- 7ff81cb0f400 Deferred libsystem_asl.dylib

Mach-O^ 7ff81cb26000- 7ff81cb26400 Deferred tcc

Mach-O^ 7ff81cb44000- 7ff81cb44400 Deferred skylight

Mach-O^ 7ff81cfa7000- 7ff81cfa7400 Deferred coregraphics

Mach-O^ 7ff81d83d000- 7ff81d83d400 Deferred colorsync

Mach-O^ 7ff81d9e9000- 7ff81d9e9400 Deferred hiservices

Mach-O^ 7ff81dee3000- 7ff81dee3400 Deferred coredata

Mach-O^ 7ff81e366000- 7ff81e366400 Deferred protocolbuffer

Mach-O^ 7ff81e37f000- 7ff81e37f400 Deferred libsqlite3.dylib

Mach-O^ 7ff81e538000- 7ff81e538400 Deferred accounts

Mach-O^ 7ff81e5d0000- 7ff81e5d0400 Deferred baseboard

Mach-O^ 7ff81e6a7000- 7ff81e6a7400 Deferred runningboardservices

Mach-O^ 7ff81e70a000- 7ff81e70a400 Deferred ae

Mach-O^ 7ff81e77a000- 7ff81e77a400 Deferred libdns_services.dylib

Mach-O^ 7ff81e784000- 7ff81e784400 Deferred libsystem_symptoms.dylib

Mach-O^ 7ff81e78c000- 7ff81e78c400 Deferred network

Mach-O^ 7ff81f42d000- 7ff81f42d400 Deferred coreanalytics

Mach-O^ 7ff81f459000- 7ff81f459400 Deferred libdiagnosticmessagesclient.dylib

Mach-O^ 7ff81f45b000- 7ff81f45b400 Deferred metadatautilities

Mach-O^ 7ff81f4a1000- 7ff81f4a1400 Deferred metadata

Mach-O^ 7ff81f539000- 7ff81f539400 Deferred diskarbitration

Mach-O^ 7ff81f541000- 7ff81f541400 Deferred vimage

Mach-O^ 7ff8200a5000- 7ff8200a5400 Deferred quartzcore

Mach-O^ 7ff820430000- 7ff820430400 Deferred libfontregistry.dylib

Mach-O^ 7ff82047c000- 7ff82047c400 Deferred coreui

Mach-O^ 7ff8205dc000- 7ff8205dc400 Deferred viewbridge

Mach-O^ 7ff8206e1000- 7ff8206e1400 Deferred performanceanalysis

Mach-O^ 7ff8206ec000- 7ff8206ec400 Deferred opendirectory

Mach-O^ 7ff8206f8000- 7ff8206f8400 Deferred cfopendirectory

Mach-O^ 7ff820714000- 7ff820714400 Deferred fsevents

Mach-O^ 7ff820721000- 7ff820721400 Deferred sharedfilelist

Mach-O^ 7ff820749000- 7ff820749400 Deferred libapp_launch_measurement.dylib

Mach-O^ 7ff82074c000- 7ff82074c400 Deferred coreautolayout

Mach-O^ 7ff820795000- 7ff820795400 Deferred libxml2.2.dylib

Mach-O^ 7ff820875000- 7ff820875400 Deferred corevideo

Mach-O^ 7ff8208c7000- 7ff8208c7400 Deferred loginsupport

Mach-O^ 7ff820902000- 7ff820902400 Deferred usermanagement

Mach-O^ 7ff821e6c000- 7ff821e6c400 Deferred corelocation

Mach-O^ 7ff821f82000- 7ff821f82400 Deferred libsystem_containermanager.dylib

Mach-O^ 7ff821fab000- 7ff821fab400 Deferred iosurface

Mach-O^ 7ff821fc1000- 7ff821fc1400 Deferred ioaccelerator

Mach-O^ 7ff821fca000- 7ff821fca400 Deferred metal

Mach-O^ 7ff8221f9000- 7ff8221f9400 Deferred caulk

Mach-O^ 7ff82221f000- 7ff82221f400 Deferred coremedia

Mach-O^ 7ff822350000- 7ff822350400 Deferred libfontparser.dylib

Mach-O^ 7ff8224af000- 7ff8224af400 Deferred hitoolbox

Mach-O^ 7ff82274a000- 7ff82274a400 Deferred dfrfoundation

Mach-O^ 7ff82275d000- 7ff82275d400 Deferred xcttargetbootstrap

Mach-O^ 7ff822762000- 7ff822762400 Deferred coresvg

Mach-O^ 7ff82279b000- 7ff82279b400 Deferred imageio

Mach-O^ 7ff822ad5000- 7ff822ad5400 Deferred coreimage

Mach-O^ 7ff822ea1000- 7ff822ea1400 Deferred mpscore

Mach-O^ 7ff822f58000- 7ff822f58400 Deferred libsystem_configuration.dylib

Mach-O^ 7ff822f5c000- 7ff822f5c400 Deferred libsystem_sandbox.dylib

Mach-O^ 7ff822f63000- 7ff822f63400 Deferred aggregatedictionary

Mach-O^ 7ff822f64000- 7ff822f64400 Deferred applesysteminfo

Mach-O^ 7ff822f69000- 7ff822f69400 Deferred liblangid.dylib

Mach-O^ 7ff822f6b000- 7ff822f6b400 Deferred corenlp

Mach-O^ 7ff82307b000- 7ff82307b400 Deferred linguisticdata

Mach-O^ 7ff823081000- 7ff823081400 Deferred libbnns.dylib

Mach-O^ 7ff823bfd000- 7ff823bfd400 Deferred libvdsp.dylib

Mach-O^ 7ff823dfb000- 7ff823dfb400 Deferred coreemoji

Mach-O^ 7ff823e2d000- 7ff823e2d400 Deferred iomobileframebuffer

Mach-O^ 7ff823e3c000- 7ff823e3c400 Deferred corewlan

Mach-O^ 7ff823eb5000- 7ff823eb5400 Deferred coreutils

Mach-O^ 7ff82402c000- 7ff82402c400 Deferred mobilekeybag

Mach-O^ 7ff824043000- 7ff824043400 Deferred assertionservices

Mach-O^ 7ff824050000- 7ff824050400 Deferred securityfoundation

Mach-O^ 7ff8240d9000- 7ff8240d9400 Deferred backgroundtaskmanagement

Mach-O^ 7ff824108000- 7ff824108400 Deferred libquarantine.dylib

Mach-O^ 7ff82410b000- 7ff82410b400 Deferred libcheckfix.dylib

Mach-O^ 7ff824115000- 7ff824115400 Deferred libcoretls.dylib

Mach-O^ 7ff82412d000- 7ff82412d400 Deferred libbsm.0.dylib

[....cut out the middle because it was too long]

00000104 (D) Y:\Downloads\X-YZE_WIN\X-YZE_WIN.exe

00000108 15 <==

00000154 0

00000158 0

0000015c 0

00000160 0

00000164 0

00000168 0

0000016c 0

00000170 0

00000174 0

00000178 0

0000017c 0

00000180 0 wine_xinput_hid_update

00000184 0 wine_sechost_device_notify

00000190 0 wine_mmdevapi_notification

00000198 0

0000019c 15 audio_client_timer

000001a0 0

000001b4 0

00000110 explorer.exe

00000114 0

00000118 0

0000011c 0 wine_explorer_display_settings_restorer

00000120 0 wine_rpcrt4_server

0000012c rpcss.exe

00000130 0

0000013c 0

00000140 0 wine_sechost_service

00000144 0 wine_rpcrt4_server

00000148 0 wine_rpcrt4_server

0000014c 0 wine_rpcrt4_io

000001ac conhost.exe

000001b0 0

System information:

Wine build: wine-10.0-8445-ga5348a6d5fc

Platform: x86_64 (guest: i386)

Version: Windows 10

Host system: Darwin

Host version: 23.6.0

Thanks for reporting, and sorry about the issue ><

I know the cause and I know how to fix it. It's just that the fix is pretty daunting. I hope to get to it fairly soon, though.

Really neat, unique game! The intimate narrative brought a few favorites to mind but overall I’ve still never played something quite like it. Partly because this was my first time experiencing bump combat so it was interesting learning a system that focuses so heavily on positioning. The music and the punchy sound design/feedback is great and it was fun seeing all the cute enemy sprites (I think Drillady is my fave ^^). I do feel there was quite a difficulty spike in the third server, though I appreciate the difficulty customization options. Still, I would say I enjoyed the first half more as I was enjoying the moderate challenge and figuring out the puzzle of each room, and I think if save points were just a bit more frequent and some of the late-game sections were a little less chaotic I would have stuck with the default difficulty throughout. That said, the bosses were the highlight of the game for me overall, especially the final one which was genuinely such an inventive design that was a blast to learn! Also all the bonus concept art stuff rocks!

Won in a little over two hours of playtime! Absolutely adored this chris, amazing work. Constantly cried out "holy shit that's some Game Design" at every new enemy/setpiece. The cathartic finale ruled but my number one favorite part might be the twist to the arbiter fight and how it ties into the rest of the level, really thrilling and well-done. Pitch-perfect music and sound design too. Excited to try out arcade mode and peruse more of the lovely bonus materials!!

Edit: I see there was already a version update that I missed that may have addressed the softlock and other issues. Downloading it now.

--

I'm currently about 4.5 hours into the game and reached a level where everything is extremely dark and doesn't show well on my capture card. From there, I wasn't entirely sure what to do.

There also seems to be a soft bug where using the thumbstick to move on gamepad can occasionally cause the pause menu to bug out and not activate or fail to close when pressing the start button. This doesn't seem to happen with the dpad at all.


I also encountered a softlock where the switches seem to half-reset such that they're visible but non-interactable. When I went to take a clip of that, locks reactivated putting me in a softlock. https://www.twitch.tv/annmwhite/clip/SillyFantasticDunlinDxAbomb-CRpwsKnUa_e-FzD...
 

If it helps, I'm running the Linux build via Steam Deck.

Thanks for playing!

Yep, that softlock with the switches has been fixed with the 1.01 update.

As for the pause menu/thumbstick issue, I’m not sure… I had one person playtesting on Steam Deck, and they did have issues with the gamepad not being recognized, and that some gamepad inputs would pass through to the OS, such as the left face button opening the OS on-screen keyboard. We never entirely figured out the reason for this, and we hadn’t encountered the issue you’re describing. Some of their issues were fixed when they ran the game via Steam rather than via desktop. Which way are you running it?

Someone else, playing on Windows and with gamepad, seemed unable to pause at all. I’m wondering if this is all related…

Please do report back if you learn any more details! 

I played the game entirely through the main Steam Big Picture gaming mode rather than desktop mode. I used Desktop mode exclusively for copying the files to the Steam Deck and adding it as a Non-Steam game.


It's possible to get the weird non-pausing behavior as early as the very first room of the game by rapidly rotating the stick and mashing start a lot. When this is happening, the pause sound can be heard, but the menu doesn't display / doesn't close. 

https://www.twitch.tv/annmwhite/clip/SpineyAnnoyingCroissantNononoCat-JxJXU3ecbL... 

Oh! Also there was an additional issue where during a longer session where I was switching across multiple gamepads, the stick input got bugged such that it acted as if the directions were being briefly/rapidly tapped.

https://www.twitch.tv/annmwhite/clip/TemperedPolishedTroutFeelsBadMan-JE_2pxr0v9...

(Not visible via the built in input display, but I'm  holding the stick tilted.)

I think this is a Godot bug rather than an X-YZE bug because I've encountered the same behavior in Brotato, and likewise the only solution I have for it there is to close and relaunch the game.

Oh and when you say the dark level doesn’t show well on your capture card, are you referring to the contrast between background and level, or something else? Would you be able to show a screenshot?

The darkness thing might entirely a problem with my vision and my hardware setup. On my main monitor I could sorta see the layout of the ground if I stood up rather than sat down, but on my other monitors, it was almost entirely dark except the specifically lit areas and the ?snow?.

Steam Deck Background Recording: revelromp.com/x-yze/dark1.mp4
Capture Card Recording: revelromp.com/x-yze/dark2.mp4

A photo, which probably doesn't help much: two.png On the top, the path I came from going downwards is still kinda visible. On the monitor I was seeing the screen from, that was pretty much all black.


One of the viewers was able to see the snow, but said it looks solid: https://www.twitch.tv/annmwhite/clip/AnimatedAdventurousSwordMoreCowbell-St4bSII...

Basically, if the floor, spikes, switches, etc are meant to be visible, it's really really hard to see? Which I kinda assumed may have been the point.

Chris38 days ago(2 edits)(+1)

Oh wow, yeah the way it looks in that capture card recording is way darker than intended. You're supposed to be able to just barely (but still reasonably) make out the silhouette of the level against the BG, but it looks like the BG shows up as basically just full black.

I'll figure something out to address that. Maybe a config menu setting that boosts the brightness of that BG specifically... maybe an outline around the level... will have to think about it.

Just uploaded an update (V 1.02) that should fix the pause weirdness with controller, plus adds a setting to boost the brightness of the PUR background. Many other things too, but hopefully the bugs you experienced are taken care of now. Thanks again for letting me know about them and tracking down some of the repro steps!

Coolbeans, thanks so much for working on addressing those issues and thanks again for making and sharing a game!

I cant seem to run this on Linux is there any way to open it?

I don’t have a Linux machine so I can’t directly test it myself. Can you provide more info on what’s happening?

The Linux binary is contained in an additional zip file inside the main zip file and you'll have to extract both to run the game. From there you can either run the shell script or the binary directly. You may have to manually mark those files as executable.

thank you! it now works.

I am sorry I couldn't get Retl's point. Can you please tell me in easiest wording??

  1. Download "X-YZE_LINUX.zip" and extract it.
  2. Inside the extracted folder, you should see 3 files: "_CREDITS - X-YZE.txt", "_README - X-YZE.txt", and "X-YZE_LINUX.zip". Extract that .zip file.
  3. Inside of that extracted folder, you should see 2 more files: "X-YZE_LINUX" and "X-YZE_LINUX.sh". You should be able to run either of those.

Retl / Ann mentions you may need to mark them as executable. I'm not a Linux user, so I can't tell you exactly how to do that. However, a quick web search on the topic gave me this result, which may be helpful for you: https://askubuntu.com/questions/229589/how-to-make-a-file-e-g-a-sh-script-execut...

Great work! Finished the game in roughly 3 hours total and had a good time with it. I've left much (maybe too much) more detailed feedback along with a rating of the game, but I also wanted to leave a public comment. The bonus material is nice as well, it's always fun to read about the processes behind a game's development.

Thank you! Nice to hear a bit about the bonus material c:

I am LOVING this game so far!! Got through three levels, and it has been fun! There's a lot of mystery that I just can't wait to make to end and figure out the full picture.

I'm very happy to hear this! Nice job on the 3 levels. Good luck with the remaining ones!

Alix40 days ago(1 edit)(+2)

X-YZE's combat is so much fun & the story makes me cry!! Usually my wrist keeps me from playing games like this long-term, but the gameplay settings helped me find a way to adjust where I could complete the game comfortably!

I love this game with all my heart & I'm so grateful to be a part of bringing it to life 💖 Thank you for making X-ZYE!! Bumpy game forever!!! 

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