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(+2)

I'm back with more review and feedback.

I completed most of the content avalible in the current version. That being said, I was not too thorough with the inspection dialog, nor did I get all outcomes for the pig drone.



Praise:

-Forgot to mention this last time, but I like how the main menu and tf'd overlay shifts with your cursor.

-The accuracy of the hitboxes of some hazards (particularly the vent goo puddles) is great.

-gimmiky ahh options menu go brrrrrrr :3

-"Michaelsoft Bindows"

-Having references constrained to the inspection flavor text is a great move to preserve immersion whilst still allowing the funnies to flow.

-I like how one progresses from having no idea where to go to being able to easily traverse a section in a matter of minutes. Also, I realize that the mechanics make this essentially survival horror, lmao.



Bugs/glitches:

-conveyer belt jank if gotten on in any other form, especially if you try to go on it again afterwards.

-If too many G.O.O. slimes have sex at once, you and them can get stuck in a glitched state.

-I can see the wolf behind the garage-like door by the laser room.

-It is possible to both fail and succeed at the pig diagnostic simultaneously, being called a good drone, then being detected as a defective unit before receiving the next task.

-Wolves can sometimes slowly noclip through walls.

-It is possible to get stuck in the lower row of tiles in the post calibration pig pens.

-Critical: Due to how the looping of animations has been done, multiple states can overlap, even ones from different forms or transfurs. This can lead to some very... interesting, albeit very unintended situations of pure jank. Including but not limited to: The ability to walk through walls, having different forms when walking vs when idle, getting creatures and the player into glitched states where they can't do shit, a single keybind triggering effects from multiple forms, the medkit only half reverting sometimes, ect. Here is a picture demonstrating the shenanigans that can occur due to this:

"how did we get here"

there is so much wrong here
and yes, that is a puddle behind the numbers.

As much as I love how gloriously jank it is, it should prob be patched asap. 

-Sometimes the escape key just doesn't work to get to the main menu.

-Wolves sometimes cannot tf you from the south.

-Reverting from blue slime using the goo-mat allows you to walk through some walls (but only when walking north).

-If in the right spot, you can simultaneously pick up the medkit and read the medkit types dossier at the same time in the medbay next to the LV1 keycard room. Doing so will open the dossier in a glitched state.

-If you leave the terminal numpad mid-entry, the numbers will stay on the screen until you either fail or complete a terminal.

-Softlock (was cow, i think):

well, there is not a dialog here

i like ur funni words magic man, or lack thereof



Implementation Issues: 

-Suggestion: Maybe make it so that you can press the number buttons on the dialog box to change which dialog line you are looking at? Or perhaps make it cycle back around to the first one after reading the last one?

-The various entities can possibly block passages due to the fact that they both have collision with the player, as well as the fact that most don't randomly move about. (Especially the servitor in the room across from the laser room.

-The text of the fax in the hallway above the blue goo room goes off the paper.

-The canine behind the garage-like door knows where the player is at all times. 

-Nothing tells you that you need to press Z to interact with the troughs. (also, why not E?)

-You can get into the goo-mat early if you drink the blue flask right in front of the intake (luckily the machine is slow enough that this does not cause any issues)

-Recommendation: Maybe a tutorial for the inventory when you pick up the key, as well as a tutorial for how to use any items with unique functionality when you pick up any item that has that functionality (medical supplies, guns, keys, etc.) because as far as i know there is not a tutorial for how to use items at all, and i only managed to open the first door using some kinda jank. (I left clicked, deleting the item, but when i restarted the door was just... open?)

-Recommendation: Instead of deleting items, maybe have them drop on the ground? This is both for the sake of not locking oneself out of areas, as well as so that you don't necessarily lose ur shit permenantly if a slime or servitor manages to get you. Also, if you have a full inventory, instead of denying picking up the item, you just delete the item you tried to pick up.

-Suggestion: Having some kinda indicator for what keycard level you are at would be very handy, considering all you see the level 1 keycard as is "blue object in locker"

-Recommendation: Would be nice if the goo wolf form's spontaneous bulge touching first checked to make sure that nothing is currently targeting the player, as in most cases, having a run being terminated due to rng at the worst possible moment feels like BS.

-Suggestion: I know that the whole deal with this game is "no game overs" but it would be nice to be notified as to when I cannot progress any further due to TF-related circumstances. That being said, I also notice that on the itch page that "Reverse every transformation" is a bullet point, so maybe it would be unnecessary? Idk, its your game, after all.



Consistency errors:

-Terminal numpads always act as if the player is a pooltoy, even when they are, in fact, not.

-Popped pooltoy move, deflated pooltoy moven't.

-Tank that "could be used for inflation" cannot be used for inflation.

-The gas vents at where E writes about appearently steping into a puddle aren't doing anything to me. Are they supposed to be red herring obstacles?

-Unable to let intrusive thoughts win in the heart room :(

-I understand why the gun would do minimal damage to the gooey creatures. What I don't understand is why the gun is STANDARD KIT in a place that revolves around said gooey creatures. (especially considering that it is an organization that seems to be strangely concerned for the wellbeing of their staff)

-Pool area does not have demo teleportation circles for both entryways.

-Speed of progression of the pooltoy tf is highly inconsistent, with some parts progressing very quickly, yet the player looks at their feet for like 4 seconds. The pig tf also has this issue on a much less intense scale.



Art Critiques:

-The in-game dropped item form of the willie drive. I respect rotating in pixel art games, but when there are also mixels with that much of a resolution difference. wtf.

-The random outcroppings from the walls by the goo-mats look weird. I thought the one by the jojo reference was a crate for... longer than i would care to admit.



Typos:

-Blob form inspection of the laser room camera 3/3

-B.S.O.D. 3/3

-Typed "thorn" instead of "torn" in multiple cases



Random funny incidents whilst testing:

-OH GOD THE CANINE GLITCHED INTO THE WALL AND NEARLY MADE IT TO ME AS I WAS WRITING ABOUT THEM.

-Somehow one of the wolves started tilting back and forth at an increasing amplitude?????

TEELT 1

TEELT 2

TEELT 3

man, I love this goober's energy, the good boy deserves to be an implemented feature, not a bug.

-Yep, that cow tf is DEFINITELY unfinished, lmao

-i vwalk on water, am i jebus?




Thats all I have for now :3

-Yoopgim434

Wow, well wow. That's looong, thank you for the effort and time you put into writing this!

I appreciate you being highly disruptive, I'll consider many of those bugs, though I have to mention a few things you marked as consistency errors are intended like the terminal or pooltoy states. Thanks again!