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Thanks for trying it! It’s been a long time but it’s coming together.

I’m in the middle of an optimization pass on the AI to allow for a significant increase in the enemy count which should make the encounters in later levels ramp up. I will be adding some difficulty options later that can limit ammo and health pickups as well.

I can justify it on two counts: 1 - I’m looking for any possible excuse to cut things out of scope, and I wouldn’t want to do quick melee without proper animations. 2 - Even integrated into her arm, she still has to pull it back to throw a punch. Changing weapons represents having to commit to that. There’d be this annoying delay every time you hit the quick melee button, whereas in the melee stance it’s near instant.

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All valid points regarding my suggestion.

Out of curiosity, what alt fire modes did you have in mind for the spike and rocket launcher? I'd rather hear your ideas before handing mine out.

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I don’t have anything in mind for the spike, the rocket launcher already alt-fires the rockets as grenades which do extra damage but bounce around unpredictably

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I respect this project, it were amazing, i really liked the mgs influence and how light it is!


If you ever need a writer for a game, i am open to help! A RPG inspired by fallout or deus ex with you would be amazing.

Thank you for the kind words! MGS is a very unconscious influence on me, I rarely intentionally try to emulate it but I listen to the soundtracks and ideas from there just sneak in, lol.

If you ever need a writer for a game, i am open to help!

I’m intending to release this game this year and need to do a little writing for it, I’m trying to keep it as simple as possible but when I get to it in a few months I can bounce some ideas off you if you like.

A RPG inspired by fallout or deus ex with you would be amazing.

My big space game is taking a lot from Deus Ex and Morrowind, it’s those kinds of games that seem to be what I’m most naturally suited to. It’s just a shame they’re so much work to get together!

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I didn't even saw that you had a Space game prototype!

Trully, you are a Team of one men. You can complete that game alone and there will be people playing it and loving it. Your engine allows dialogue trees, and your previous experience in writing events can create..., well..., cinematographic events!

You have the cheese and the knife in your hands to eat it.


Now, allow me to contribute to your project and, maybe, become a partner to you: 

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The Birth of the Lunar Constitution

The founding of the Moon, ironically, began like all others in human history: with a disagreement.

Not the kind settled by a handshake or a convenient treaty, but something craftier—a problem that made Earth’s leaders scratch their heads in perplexity.

It started when a few lunar colonies—some military, some scientific—decided, with the quiet resolve of a cheating spouse, that they would no longer obey the nations that had founded them.

To the governments of Earth, this was rebellion. And for rebellion, there were always two old remedies: cut the supplies or call in the good old brute force.

But the universe has a peculiar (or perhaps universal) taste for entropy. Among the colonists, there was a particular astronaut, one well-versed in what he called the historical geopolitical dialectics of rights formation—a dull academic title that, like all dull academic titles, concealed a dangerous kind of cunning. The kind that could slip through the cracks of circumstance.

On Earth, nations were bound by treaties, tangled in international agreements. If a lunar revolt brought together people from many countries, which government would dare bomb a colony with citizens of powerful rival nations? For the United States, attacking a base with North Koreans aboard was an act of war. And vice versa.

And so exactly that happened.

In a stroke of genius—or, for the skeptical, a stroke of sheer audacity—the expert in dialectics created the Moon. Not as a colony, but as a sovereign metropolis. And like every nation worth its name, it needed a document to legitimize its existence.

Thus, the Lunar Constitution was born—not out of some grand ideal of justice, nor the will of the people, but from the cold weight of geopolitics and the cunning of a man who knew how to play by the rules of his trade. Not the stuff of epic cinema, nor the dream of corporate pioneers, but a precise calculation—a political checkmate. A quiet reminder that, in the balance of power, the highest law is strategy.


- @ YukiEhms.

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I can do a lot and I intend to but it takes a lot of time. This game has already taken years and is going to still take months to finish, Turbostellar is much more ambitious still.

I’m not going to go immediately offering a partnership, but with a little editorializing I can easily put this in as a lore book. The Sol system is pretty far from Turbostellar’s focus so an ancient story about Luna obtaining independence through a diplomatic technicality doesn’t contradict anything.