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Hook (this game): CRASHES (Aborted)
Zenge: CRASHES after unity config screen but before actual launch (Aborted)
Scalak: CRASHES, no "Aborted" message. Fails to load three plugins (ScreenSelector.so, libCsteamworks.so, libsteam_api.so)
Art of Gravity: CRASHES, no "Aborted" message, no message about failing to load a plugin
PUSH: CRASHES, no "Aborted" message, "Player data archive not found"
klocki: CRASHES, same as PUSH
Let this be a lesson to properly test your games on a fresh installation on a non-developer system before you sell them. I won't leave a review, because I feel that would be unfair, as I haven't been able to actually experience the games. I hope this feedback helps you to be more diligent and improve your games in the future.
To help as much as I can, I will leave the valgrind tracebacks (if any) and statistics, of the other games in the next comment, just before I request the refunds.
Edit: Turns out I had a bit more than two days. I thought I'd bought the games earlier than I did. That doesn't affect my point, though. I wrote what I wrote because I didn't feel that any response + fix would come within the two week refund deadline. The continued lack of any response to this thread will only serve to further prove my point moving forward.
Black window spawns for a fraction of a second before crash, 5MB in use at exit. Leaked 716 bytes in 6 blocks. 299 errors from 29 contexts
# Zenge
valgrind unable to run the game because it's 32-bit and my OS is 64-bit. Apparently the 32-bit version of ld-linux.so lacks the debug symbols needed to properly sandbox the program
Why does a game released in 2016 only have a 32-bit executable?
# Scalak
No traceback; it just terminates for no reason. Insane amount of references to uninitialized values. 35MB in use at exit. Leaked 3,317 bytes (3KB) in 21 blocks 829 errors from 243 contexts.
# Art of Gravity
No traceback; same as Scalak. Except a dark blue window spawns for a fraction of a second just before termination (valgrind severely slows down GUI programs). 30MB in use at exit. Leaked 5,723 bytes (6KB) in 15 blocks. 449 errors from 20 contexts.
# PUSH
No traceback; insane amount of references to uninitialized values. 30MB in use at exit. Leaked 3,773 bytes (4KB) in 21 blocks. 2,950 errors from 586 contexts.
# Klocki
No traceback; insane amount of references to uninitialized values. 31MB in use at exit. Leaked 3,257 bytes (3KB) in 18 blocks. 2,714 errors from 307 contexts.
# Summary
Scalak was the greediest with 35MB of memory in use at exit
Art of Gravity was the leakiest with 6KB of memory leaked
PUSH was the buggiest at nearly 3,000 memory errors.
I AM playing on a "Normal" OS. Linux is perfectly normal.
Why would you think Windows is a good idea? The workflow, system design and organization are all inefficient and clunky, especially if you're a developer. Customization and software choice is basically nonexistent, and since it's proprietary and the license disallows reverse-engineering, tampering or disassembly, that means you can't even put on your dev hat to fix things to your liking. The only reason most people even have Windows is because it was bundled with their computer and they're too complacent, tech-illiterate or lazy to choose their own software. It's not because they like Windows. Though if you do, I won't judge. Just as long as you're cultured enough to recognize the nuances of the systems you're favoring Windows over.
Me, I've been using Linux as my main for six or seven years, and I don't plan to go back. Windows can stay in my side computer and my VM. Besides, I paid money for the game, so what kind of logic is "X claims to work with Y, but it doesn't. Therefore Y is stupid and you shouldn't use it."? Are you high?
Christ, you anti-Linux people are as annoying as anti-vim and anti-emacs people.