Yep I tried it, and I think it helped but it still felt off. It seemed like the camera-follow had some roll to it or something maybe? Or maybe some extra inertia, I'm not sure but it felt different somehow.
Atas Fun
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I played this game on stream: https://www.twitch.tv/videos/1933487767?t=01h29m05s
I've played Kritter in the past (multiple times?) and loved it! I enjoyed the sarcasm of M.Ark. This time, however, I couldn't play much of the game. I think there was a change in the camera settings maybe? It gave me severe motion sickness, so I couldn't do much. I think I tried to adjust the settings but it didn't help :(
Please look into the camera changes, and I'd love to play the game again some time (without the motion sickness)!
I didn't vote in the ratings above since I didn't get far in this build
I played this game on stream: https://www.twitch.tv/videos/1933487767?t=00h41m31s
Sadly, it looks like I messed up the stream and only the main menu was showing :(
I've played this game over multiple iterations of Feedback Quest, and I love the improvements each time! The main improvement that stuck out to me this time was descriptions of the next levels (e.g., more loot, attunement, etc).
The game itself was a lot of fun as always, and I think I killed the boss? In my first attempt, I didn't make it too far and died, but I was able to upgrade using pearls, and in the second attempt, I did a lot better. Since I was only planning to play 2 rounds, I went straight for loot (no pearls) and the upgrades were nice. I didn't do too much of the elemental attunements (they seemed lackluster compared to loot) but maybe they get stronger later?
Overall, lots of fun, love the improvements!
I played this game on Twitch: https://www.twitch.tv/videos/1933487767?t=00h02m10s
I focused on the Hel's Fighters mode, since I played the campaign in the past. Overall, I had a ton of fun! I liked the story in that mode, and the gladiator kind of setting for it.
The beginning was a little rough, where I thought I had to destroy the turrets, when actually I was supposed to fly past them to the doors. Maybe some sort of note/message in the beginning to avoid the turrets might be good?
I upgraded the ship at the shop (the free upgrade), which made a huge difference. However, I did get stuck for a bit right after the purchase, trying to change my ship. Ultimately I realized I had to go back to a dock to do it, but some sort of UI (or message from the shop owner about it) would be good I think!
Those were my main suggestions for improvements, the game itself was tons of fun, even though I died a lot to the spirally things :) Keep it up!
I'll be streaming later today, Sept 23, at around 4pm Pacific time at: https://www.twitch.tv/allison_atasfun
Here are the games I'm planning to play:
Thanks for playing! YouTube integration is on our to-do list :)
Rebinding the controller is something we want to get to, but it'll probably be a little later in the pipeline. For now, even though it says "gamepad A", the other buttons also work, so hopefully that'll be a good-enough workaround until we get a proper rebinding UI/tool built.
Balancing the enemy spawn, their hp etc is definitely something we'll investigate more, thanks!
My daughter and I played this game on stream: https://www.twitch.tv/videos/1928231849?t=00h51m37s
I like the improvements made to this game, the different seasons, maps and chairs add replayability to the game. The restaurant, pool, and tv were really nice touches as well. The restaurant didn't work for us in multi-player, but the pool did and that was really fun to do.
The player selection with 2 players was a bit odd, I couldn't figure out how to select my player (2nd player) until you told us how to do it on stream. Once the game started, the controls were great though.
The X-mas version we played was fun too. There was that black creature thing that would push us forward, and some black cloud somewhere in the track that blocked our vision. It's a pity we couldn't hear the music (due to our streaming setup).
Overall, lots of fun!
My daughter and I played this game on stream: https://www.twitch.tv/videos/1928231849?t=00h02m20s
Overall, we had tons of fun. It took us a bit of time to realize that we could shoot, and how to shoot, and that made a world of difference. Thanks for telling us to use the ammo in the game!
We went for a sloooooooow creeping approach so we didn't need fuel, and that strategy worked very well. At the end we had so much extra boxes of health and fuel that we increased our max health and ammo a ton for the last stage, without realizing it was the end :)
In terms of improvements, I'd suggest adding an end boss of some kind, maybe with a room containing the rainbow power-up to max health/fuel/ammo first. Having some tutorial in the beginning to teach the basics of the game would be great too. I didn't realize we could shoot at first, and when I started shooting, I didn't realize we could aim!
When pressing the right trigger, I would fire multiple blasts when I really only wanted to fire once, so maybe having a single shot per button press would be good. There were also a few times a second shot would bounce (??) off walls and enemies without doing damage.
Overall, great fun for a prototype and I'm excited to see where this game goes in the future!
I'll be streaming with my daughter tomorrow Sept 17, at around 2pm Pacific time at: https://www.twitch.tv/allison_atasfun
Here are the games I'm planning to play:
We plan to play each game for about 30-60 minutes, after the above 2, we're planning to play Fling to the Finish (a co-op game we love)
I played this game on stream: https://www.twitch.tv/videos/1922312362?t=01h25m57s
I'll caveat this review by saying I don't usually playing Zelda-like games, and didn't play the original Zelda games either.
Overall, I had fun but the controls felt a bit sluggish. By that I mean the frame rate felt fine, but the sword swinging was a bit slow, and the dodge felt slow too. It's possible that these will get smoother with upgrades, but in the beginning it was frustrating to swing the sword, miss an enemy, then get hit by the enemy. I would have been quite happy spamming my gamepad button to swing a quick sword many many times.
The portals to go to different zones was good. I couldn't survive killing all the enemies in the forest, and eventually just dodged my way to the castle to unlock that zone. I'm not sure if that's a strategy you want players to do :) I did bump into the sheep that gave me the password though, luckily!
After I stopped playing, I realized that I did get the big key in the castle that would presumably open the double doors. I think if I'd realized that earlier I would have continued playing instead of feeling frustrated at dying a lot. Maybe some sort of pop-up would be good?
I did like the conversations with the jinn and the king. Some of it was fourth-wall breaking / referencing the player, which was a fun touch!
I played this game on stream: https://www.twitch.tv/videos/1922312362?t=00h46m51s
Overall, I liked the mix of RTS and Tower Defense. It took me some time to realize that right-clicking actually worked, as did using ctrl-1 ctrl-2 etc to group units. I think it would have been great for the tutorial to mention those, even though I did find out afterwards that these are mentioned inside the manual (webpage).
Regarding the controls, I was trying to use wasd to move the camera, but those were used for some of the units' commands. I realized later that the arrow keys would have worked, but I wonder if the units' commands could use other keys instead, so both wasd and the arrow keys can control the camera.
The difficulty of the game was ok. I made it to the third stage before dying. I think I would have lowered the difficulty to easy if I were to continue playing. I'm not sure if it's possible to change difficulty mid-campaign, but it would be nice to!
I played this game on stream: https://www.twitch.tv/videos/1922312362?t=00h03m21s
I love the new updates! Having different levels is great, I liked how the levels have different challenges and feels to them.
I also enjoyed the updated variety of enemies, like the diamond monsters, and the cart.
The difficulty of the levels seemed to climb quite quickly. I cleared the first 3 or so levels without any issue, and went splat in the next with 2 carts. I restarted that level and managed to clear it (taking a bunch of damage to the pantry). The next level killed me outright though.
I think the hp/speed of the carts may be a bit too high? I generally was ok with the other enemies, but I generally couldn't kill the carts.
Overall, great improvements! I think some balancing to the cart may be good, and possibly an endless mode to each level (if it doesn't already exist). I look forward to seeing more updates in the future, this is already a really fun game, and I imagine it'll get even better over time!
I'll be streaming tomorrow Sept 10, at around 1.30pm Pacific time at: https://www.twitch.tv/allison_atasfun
Here are the games I'm planning to play:
I plan to play each game for about 30-60 min, and I may not play all 3 games depending on time.
Total titles: 11
9/4/2023 https://www.twitch.tv/videos/1917238596
- Valerosa
- Verloren
- Ruphand: An Apothecary's Adventure
9/10/23 https://www.twitch.tv/videos/1922312362
- Crazy Kitchen
- Deterrence
- Blonk's Amazing Adventure
9/17/23 https://www.twitch.tv/videos/1928231849
- Save Our Souls
- Chair Racing Simulator
9/23/23 https://www.twitch.tv/videos/1933487767
- Aerostrike
- Crab Raid Tactics
- Kritter
I played this on Twitch: https://www.twitch.tv/videos/1917238596?t=01h27m55s
Overall, I liked that the main character is a woman, and the style of the RPG isn't the typical attack, items, magic style. Instead, the player forages items while wandering, crafts potions, and uses those potions for combat. It fits the apothecary theme very well!
The combat system was also interesting, I didn't really understand the 2.5% something for block, but I liked how every combatant has their timer thing, and attacking has a windup before it happens, so I had to time my blocks before their attacks, and that was fun. However, I think the UI for this can be streamlined somehow.. I'm not sure how exactly but it took a while for me to kind of "get it".
I played till the main character reached the city and was supposed to find the potion shop. I had a lot of trouble finding the potion shop, and eventually found my own room and stopped there. Maybe have more NPCs pointing the way, or have the potion shop have signs? I might have also missed something out that was very clear.. not sure!
The story felt somewhat standard, where the main character is the one who needs to save the world, the main difference being that she's an apothecary and not a typical fighter.
Overall, I liked the foraging/crafting system that links to combat, and I liked the combat "turn" system. My main suggestion is to improve the UI of the turns, but otherwise this is a great game to play!
I played this on Twitch: https://www.twitch.tv/videos/1917238596?t=00h36m44s
I liked the introduction/prelude storyline, with Helen abducting the baby that you end up naming and playing. However, from there it was disjointed to the start of the game, where now you're playing the baby (grown into a young woman) in a magic school, with a dad?
I suspect that eventually the story will make sense, but the disjointedness was a bit odd. One possibility is to have more bits of the prelude lead into the magic school, or have Helen and the dad's relationship shown (maybe she passes the baby to him, maybe she's his wife?). Another possibility is to skip the prelude and start in the magical school, and the player learns about the backstory later on. I think the prelude is really cool though, and I'd be sad if it disappeared till later in the game.
The school itself is huge! 8 floors! I liked the teleportation system, which made it much easier to go from place to place without wondering which floor the gym is, for example.
The scope of the game also feels huge, and kind of overwhelming from the start of the game. Perhaps it's possible to start with a smaller bit of the school, like a single class, and slowly introduce different parts of the school till everything is unlocked.
Another minor issue I noticed is not being able to tell when a cutscene is over. There was places where I lost control of the character for a cutscene, and after the cutscene was done, I didn't realize it and waited for more. Perhaps something like black horizontal lines on the top and bottom, or some other visual signal would be great.
Overall, the backstory is really interesting, the jump to the start of the game was jarring, but I'd be very curious to learn how the backstory and the magic school is linked.
I played this on Twitch: https://www.twitch.tv/videos/1917238596?t=00h17m14s
I loved the concept of the game being about women's rights, with the gameplay being a little bit like the Monkey Island "swordfight" with words (I don't remember the actual name).
A lot of the issues brought up by the 3 rounds are near and dear to me, some of which are current issues in the USA. I love that the devs are bringing more attention to these basic human rights issues, and I hope more people will play this game and learn more about the issues.
The battle system was a bit strange, I didn't really understand why I lost a ton of hp for some of the responses, which seemed like perfectly valid rebuttals. Maybe a bit more explanation there would be good!
Overall, this was a good game and I'd play more levels when they're available!
I'll be streaming tomorrow Sept 4, at around 2pm Pacific time at: https://www.twitch.tv/allison_atasfun
Here are the games I'm planning to play:
I plan to play each game for about 30-60 min, and I may not play all 3 games depending on time.
I played this game on stream: https://www.twitch.tv/videos/1850361813?t=02h22m05s
My first game was really weird, I didn't know what to do, so I just watched the enemies come and destroy me. I was trying to click on stuff, but nothing happened.
After that, I realized I needed to purchase stuff, build them, then start the round. I think a tutorial would be super useful here to teach players how to play the game.
Another suggestion would be to add some gameplay during the rounds. It felt like once a round started, there was really nothing for me to do except watch, and either win and buy more upgrades, or die. Maybe having some abilities like AOE for the player, or getting a tower to fire faster, or something, would be good.
In terms of the UI, there were some hexagonal pieces and square towers. I think the square towers also fill up their hexagon in terms of blocking movement, so maybe instead of having different shapes, use different background colors?
Also, having sound and music should really add to the game ambience and enjoyment.
Overall, I think the concept is interesting, I liked the setting of game dev stuff. There's a lot to improve here, but it's a good kernel!
I played this game on stream: https://www.twitch.tv/videos/1850361813?t=01h15m43s
This is the 2nd time I've played this game. The previous time I didn't get to the combat, and this time I did.
One thing I noticed this round, is that playing with headphones increases the creepiness factor significantly. The last time I played with my speakers and it was creepy - this time it was much creepier!
As always, I love the lore bits sprinkled in the level through audio and written notes. It gives me a Horizon: Zero Dawn feel which I love. The robot is also really cute, and the main reason I played the demo again (esp since I don't usually play horror games).
This time, I got to the really horror bits.. with the voices, and the Lurker. That. was. creepy. Really well done there! The different voices talking etc really added to the vibe. It gave a Gollum kind of feel too. The Lurker was creepy, and I ran as fast as I could to save my little robot.
After I unlocked combat, the game tone felt very different. It went from a creepy horror game, to an RPG game with a scary setting, if that makes sense? Probably there are more horror parts afterwards, but I didn't get there.. I did a bunch of combat with the spitters. I feel like I didn't do very well in combat. After maybe 3 or 4 battles, I was basically dead. Perhaps the game is meant for me to die repeatedly, gain exp, then upgrade? But repair+save respawns the enemies, so that feels like it would have a lot of grind. I would have liked to be able to find lots of repair items along the way, esp at the start, so I wouldn't die, and can keep fighting, repairing, and going on.
As a side note, I liked how, after the robot died, the loading screen has the new robot holding flowers for the old one :)
Overall, really creepy vibe (so great job there) before the combat stuff starts. The game felt radically different with combat enabled, and it felt a little odd, but maybe that's what you were going for? Or maybe horror games are like this.. I don't know how horror games typically are :)
I played your game on stream: https://www.twitch.tv/videos/1850361813?t=00h01m34s
Overall, I had fun! The graphics are cute like Turn By Turn Villain, and the music is also whimsical and cute.. I appreciated the the Quing is non-binary :) And I liked that the game is set in the same universe with God S, and the villain in this game is the one you play in TbTV.
I didn't get to the combat itself, since I only did the stat-based comparison combat thing for a bunch of the monsters. I found that I kept pressing the wrong button on the gamepad to bring up my stats. It would be nice to have a way to pin my stats on the HUD all the time, or maybe have some way to visually show me which monsters I can insta-kill vs which I can't.. maybe by a skull icon on their heads or something.
The exploration was nice, kind of like Zelda (maybe? I never played the original Zelda(s)) where you can enter zones and see places but can't access them for a while. Tunic had this too which was nice.
I liked the quest text with the Quing. The NPCs were not bad.. I think having more conversations with them might add more flavor and depth to the characters as well.
One big suggestion is on the combat initialization. It was difficult to get the victory symbol to show up and press the button to start combat. I eventually got better at it, but it was still tricky. I think you mentioned that you improved it in TbTV, and can make those changes here too. I think that would be a great improvement! :)
After I unlocked the Captain Beardie, I could have a ship that takes me to the villain. Maybe Capt Beardie should warn me that I'm severely underleveled :) Or maybe the villain can laugh at me, one-shot me and send me back or something.. I kind of expected that I'd go splat so I saved the game beforehand, but I can imagine a player getting upset if they lost all their progress. Maybe have an auto-save before the boss fight?
Allison here, happy to stream for this event! My Twitch: https://www.twitch.tv/allison_atasfun
I played this game on stream: https://www.twitch.tv/videos/1834468660?t=00h46m00s
Overall, fun game! I really loved the option to choose female characters, too many games don't offer that option, so great job there! I also really liked that the intro story said "humankind" instead of "mankind"
As mentioned in the stream, I think the starting was a bit long with too many options. I spent quite a while choosing the character, without really knowing how they would affect the game, since they talked about stats that I didn't really know yet. I could make guesses based on previous experience with other RPGs, but... it may be better to have a quick start mode for the first playthrough at least, maybe just choose gender, name and that's it!
I liked that each island had 3 fights and 3 items, it made progression clearer, and the player has to choose which items and monsters they want to get/fight. The fights were ok overall, although my fight with 3x apparitions (level 0) was harder than I'd expected, and I felt that the exp I got didn't quite reflect the difficulty. Maybe it would be an easier fight for other characters with AOE?
I liked the story that I read so far, and the bits of lore that I found. I was intrigued about the overall lore and story of the game, what happened with the goddess, etc. Great job!
Hi! I played this on stream: https://www.twitch.tv/videos/1834468660?t=00h01m47s
The puzzles were fun, and I liked the last 2 where there was a time limit for one of them, and a jump mechanic for the other. They added a different pace to the puzzles that made it exciting, compared to the earlier tutorial ones where I could take my time, at a slow pace if I wanted to.
One suggestion is to split the tutorial into missions. Instead of one long tutorial teaching everything, maybe have a bunch of "easier" missions that slowly introduce the new mechanics. The story could potentially be largely the same, maybe with some small tweaks, so it doesn't feel like a long tutorial. I think the order and pace of the puzzles are good.. it's more of massaging the story so it keeps moving forward through missions, so that the player feels more accomplished rather than "finishing the tutorial" :)
I liked the little animations the characters have when they're standing, like they're breathing, blinking etc. I think the characters look nice overall, except the Ucogi's breasts seem... disproportionate.. the other woman looks more proportionate :)
I played 7 games across 3 Twitch streams:
- Aerostrike - https://www.twitch.tv/videos/1825791099?t=00h02m56s
- Sliding Hero - https://www.twitch.tv/videos/1825791099?t=00h49m11s
- Crazy Kitchen - https://www.twitch.tv/videos/1832466938?t=00h02m02s
- Turn By Turn Villain - https://www.twitch.tv/videos/1832466938?t=00h33m47s
- Kritter - https://www.twitch.tv/videos/1832466938?t=01h34m13s
- CypherGrid - https://www.twitch.tv/videos/1834468660?t=00h01m47s
- Soul Survivor - https://www.twitch.tv/videos/1834468660?t=00h46m00s
I played this game on stream: https://www.twitch.tv/videos/1832466938?t=01h34m13s
I'd played this game in the last Feedback Quest, and I think this version is much better!
I had fun, and almost killed the first boss multiple times (got really close once).
One thing that definitely stood out: the game is a LOT more vulgar that I'd thought. When Mike was talking, he starting cussing, a LOT. I'm glad I was wearing headphones since I wouldn't want my kid to hear that.. considering the graphics of the game and the overall feel, this was incredibly surprising. Maybe have a way to toggle vulgarities, and/or censor the sounds/text in the options? I also noticed that the player would say "damn it" during the game quite a bit, which is not as vulgar.. but something I'd also prefer my kid didn't hear from a game.
I think I encountered a few bugs in the game: when I was playing the hunter, after each level, I didn't get a level-up gem selection thing, compared to when I was playing the defender. Also, at one point, the portals didn't close after each level, and the progress bar on the top wasn't progressing even though new waves were spawning.
The difficulty of the first 2 levels are great, but I think the first boss fight might be a little too hard? I tried that level a number of times, but never managed to kill the boss, even after purchasing upgrades. I can imagine a player getting frustrated at that point, so maybe tweak the difficulty of the boss fight down a bit for that level? I can't speak to the other levels since I didn't get that far.
Regarding the upgrades, one possibility is to allow players to refund their purchases. I spent 45 red gems on unlocking the Hunter, but when I'm playing the Defender, it feels like the 45 gems were wasted. While gems aren't that difficult to earn in-game, it would have been nice for me to "respec" my options.
I really loved the banter that Mike would have in between games. It adds a ton to the lore and feel of the game. I think the game would feel very different without Mike's character, so keep it up (except maybe less vulgar :)
I played this game on stream: https://www.twitch.tv/videos/1832466938?t=00h33m47s
I believe you were on the stream so you've probably heard my feedback on it :)
Overall, the game is lots of fun! I would probably have played more if I wasn't going to try out other games on the stream.
I really love the aesthetics of the characters, especially how the player character has one eye larger than the other when looking south.
It was a bit odd why my minions would be attacking me, so maybe adding something in the beginning about that would help. E.g., my minions obeyed me when I was the big creature, but God S shrunk me into this little thing now, so they don't recognize me any more.
The first strike mechanism was a bit janky. Having to face the monsters makes sense, but I couldn't get it to trigger sometimes even with that knowledge. There were also multiple times where the first strike icon popped up, and I hit my gamepad button, but it didn't trigger. I would hit my button a few more times and then it triggered. There may be something about the timing?
Having the option to kick the sandcastle, or threaten the person fishing, was GREAT! I loved that. Maybe instead of / besides deducting shards of light, there could be a scene where a dark entity of some sort talks to the player, along the lines of "ah.. I see you still have evil in you" and then grants some bonus? There could also be a separate skill tree potentially. Maybe earning shards of darkness that lets you purchase abilities like charming monsters to obey you?
This was really fun, and I look forward to playing the next iteration!
I played your game on stream: https://www.twitch.tv/videos/1832466938?t=00h02m02s (there's no audio at the beginning because I had muted myself without realizing)
Overall, I had fun! The core gameplay is fun and the short levels and unending nature made me want to keep going and going.
Here are some suggestions for improvements. The game is good as is, but making some/all of these changes would make the game even better!
- I didn't know what the red monster was until someone on stream told me they blew up. Watching the red monsters more carefully after that made me realize the fireworks were from the red monsters. I'd thought they were from completing a level.
- More variety in monster types: having different kinds of monsters would be great, like one that can freeze/slow down some towers, or some with resistances to different types of attack
- UI: selecting the towers to upgrade was a bit hit-and-miss. I eventually realized that my mouse had something to do with it, but I'd be moving my character close to towers and it wasn't selecting the right one, or not selecting any tower at all. Maybe you can have something where it selects the closest tower once you're close enough, and if there's a bunch, maybe tab-select them? The mouse could override it potentially, but it doesn't have to be the primary way of selecting towers
- UI: I lost track of my character quite a few times, especially when it was hidden behind enemies. Maybe have the player character always on top, or have some other effect to show where the player is
- UI: I lost track of the mouse cursor quite a bit as well
- Towers: The dishwasher's towers drop knives I believe (someone on stream told me that). I thought they were caltrops that would slow enemies down. Overall, it felt like the knife towers were lackluster compared to the other types.
- Towers: I built the wrong tower type at some point, because I was controlling the dishwasher. I wonder if there's a way to show the tower being built, or something in the UI, to indicate what I would build to minimize spending resources on building something I didn't want
- Towers: Upgrading towers is great. Maybe have some way to have options in towers, e.g., at level 3, choose between increased firing rate, or increased damage, etc
Very fun game! I really liked that the levels had a lot of animations so the world felt alive, like with torches, eyes popping up in holes, and so on. I suggest adjusting the sound balancing, so some of the sound effects become more obvious. For example, the flame sound when the player is near a torch is awesome, but I only noticed that much later in the game. There's also a chime when the level is completed, but I didn't notice that for a while.
About having new mechanics being introduced through an in-game tutorial of sorts, like having to use the mace on a snail that's blocking the player's path, so the player learns that the mace can be used to knock snails. I think the other one was to have solid / translucent blocks that are on a timer that disallows/allows the player to go past, and then having enemies turn translucent when they're dying, so the player understands they don't have to wait for the death animation to complete before moving on.
I got stuck on a puzzle for a while, and you gave the hint that I didn't have the requirement equipment for that puzzle yet. It would be nice to have some notification in-game that would let the player know, so they don't spend a long time trying to figure out a puzzle they can't solve yet. Mages of Mystralia had a good method of something you could interact with, and it would tell you if you had the required runes for a puzzle -- perhaps you can do something like that.
Similarly, having an in-game hint system would be great. Mages of Mystralia had that as well, and Tomb Raider also had Lara Croft giving hints after a while, both of which were very useful to help players get past puzzles when they get stuck for too long.
Overall, I enjoyed playing this game a lot, the puzzles were good, the mechanics were fun, and I never felt like a death was anything but my fault (by moving too slowly, pressing the wrong key, etc).
Edit: VOD link: https://www.twitch.tv/videos/1825791099?t=00h49m11s
I had a ton of fun playing the campaign mode on the easy difficulty. The buildup of challenges was great, the pace didn't feel too fast (which was good), and I liked the story as it unfolded.
The variety of enemies was good too -- the small drone things that fire quickly are a pain! And the mine with swirly attacks is nicely balanced with slow movement.
In terms of the story (no idea if this ends up being the case), it would be pretty cool if the AI guiding the player ends up being evil, and the enemies were actually the guards of the facility doing their job. I also really liked the the antagonist was a woman :) Yay for representation!
Keep up the great work!
Edit: VOD link: https://www.twitch.tv/videos/1825791099?t=00h02m56s

