
A downloadable game for Windows, macOS, and Linux


KEYBOARD:
GAMEPAD:
NOTE: Dash is not unlocked at the start of the game
The game is free, but you can get some goodies if you pay certain amounts...
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
I plan to write in more detail about all of this in the future, but here are some highlights...
| Updated | 7 days ago |
| Status | Released |
| Platforms | Windows,macOS,Linux |
| Rating | Rated 4.8 out of 5 stars (13 total ratings) |
| Author | Chris |
| Genre | Action |
| Made with | Aseprite,Godot |
| Tags | 2D,Action-Adventure,Arcade,bump-combat,bumpslash,Dark,Furry,LGBTQIA,Pixel Art,Short |
| Average session | A few hours |
| Languages | English |
| Inputs | Keyboard,Gamepad (any) |
| Links | Soundtrack |
Click download now to get access to the following files:
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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.

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
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Mach-O^ 7ff81ab13000- 7ff81ab13400 Deferred libsystem_notify.dylib
Mach-O^ 7ff81ab23000- 7ff81ab23400 Deferred libsandbox.1.dylib
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Mach-O^ 7ff81bfa9000- 7ff81bfa9400 Deferred uifoundation
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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
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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
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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
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.
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.
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!
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.
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!!!