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brimstonewalker

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A member registered Apr 15, 2018 · View creator page →

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In regards to "typing" the cards - maybe iconify the large card family - like "location"/"creature"/"resource" - and then keep the hidden subtypes - like "slave"/"fogbeing"/etc. That way you can still keep the mystery while letting the player know generally where the card could and could not go?

Also - yeah, tooltip hovers will help a lot. I kinda didn't understand what the skill icons meant. Didn't stop me really, but it would've been nice to know what the "gas mask" icon meant.

Sure, but I don't play PC games off-stream (windows is not my primary PC, and gets used mostly for DD streaming).
But I will check your demo out again if you submit it to future DDs!

https://www.twitch.tv/videos/2816075948

Well, it's still good. Artstyle is still great, new enemies and the encounters are very well appreciated.

PLEASE WORK ON YOUR UI PLEASE I BEG OF YOU I PHYSICALLY NEED TO SEE THE AOE vs SINGLE TARGET ON THE SKILLS PANEL REEEEEE

Good demo. Love seeing your progress!

https://www.twitch.tv/videos/2816075947

I finally managed to solve the maze puzzle! It's definitely a bit on the "moon logic" side, but it felt good.

Pretty cool demo. Haru seems to go hungry really fast, dunno if that's going to be an issue for later. Got to the cat maze and got killed by the hungry Haru.

Cool stuff, really glad to see that you're still working on it!

https://www.twitch.tv/videos/2816075950

I've never played the original games, so I have no frame of reference. But I do love gamba!
Took me a bit of time to figure what's going on and how to play it, but I ended up enjoying it.

The "clean web UI" is a bit jarring when next to old school sovlful sprites. But that's probably a nitpick.

Very cool game though.

https://www.twitch.tv/videos/2816075951

The atmosphere is pretty cool and made me tense, but walking around with nothing to do kinda killed it. Encountered dogs, encountered the running dude. Inventory key broke, no idea why. Managed to walk out of bound.

Don't know what to say yet, feel extremely early.

https://www.twitch.tv/videos/2816075952

KINO, PURE KINO.

Sovlful art, sovlful level, sovlful backgrounds, sovlful menus.

Unreadable font and wonky UX.

Honestly - I absolutely love your game and I want you to succeed. This is exactly the kind of game I love, and I kinda want to go and play SMT4 after clipping the VOD. Great stuff.

Please fix your UX - the menus are a bit confusing. And let me control my party.

Other than that - amazing demo, a true gem.

https://www.twitch.tv/videos/2816075949

Explored a little bit. Cute idea, and I don't mind the AI images - it's a pretty cool idea. But it's a bit too bright - some more contrast, or at least graphics options would be cool.

Also - dunno how combat-heavy the game will be. I like the paper animations, but right now the moves are absolutely not readable.

Really curious as to where you'll take it. Keep it up!

https://www.twitch.tv/videos/2816049478

Absolutely insane progress. Questgiver got mogged by molerats. But the starting area seems much more lively now, which is good.

It's a lot of fun, and somehow seems more "alive" than before (but maybe that's because I was dicking around a lot more during previous DD stream).

Please keep it up, would love to see more progress on this!

https://www.twitch.tv/videos/2816049477

Good stuff, the overworld is great. I'm not much of a dark souls player, so ignoring the enemies is kinda alien to me, especially since you earn XP from them. And losing all XP on death is a bit harsh.

But gameplay-wise it's cool, and I like the fact that resources are not single-use.

Good stuff!

https://www.twitch.tv/videos/2816049477

Absolute berserker kino. Movement is super smooth, combat is a lot of fun. Some hits feel a bit off, like - I feel like there should be a bit more reach on the upward RMB bone swing. And the throws feel like they throw stuff maybe 10 or 20 degrees lower than expected. 

But it's already fantastic, even if a bit too hard. I really want to see what else you have planned for this game, keep it up!

https://www.twitch.tv/videos/2816049473

It works. Characters are cute, but the controls are wonky. A bit too much bloom for my liking.

Very curious to see where you'll take it.

https://www.twitch.tv/videos/2816049469

Absolutely juicy model, some animations are great, some are a bit stiff. Controls are... weird. I kinda got used to them, but no camera movement makes me uncomfortable.

A very interesting prototype, curious to see where you'll take it next.

Sorry for the holdup, clipped the first stream.
Here's the VOD, it will stay up for probably 6 months, give or take.
https://www.twitch.tv/videos/2816049476

https://www.twitch.tv/videos/2816049463

Very polished, but not very fun alone.
I don't remember if I said it on stream - but do you plan to add 6 degrees of freedom? Holding space to rise up while looking up is kinda awkward.

Got nothing else to say. Solid game, but probably not for solo experience.

https://www.twitch.tv/videos/2816049475

Unironically - I wish I had your cards as physical cards. Maybe on a Bicycle deck or something. But your art is SO GOOD. Peak sovl.

UI is a bit odd. I got kinda used to it since I'm familiar with Cultist Simulator, but I think it'll be confused to anyone else. Also - you should probably add more identifiers to the cards and slots - like types (person/location/etc).

The idea of tabs is actually pretty cool, but it's not very noticeable.

Mechanically it works well. I enjoyed it after I got the hang of the controls. 

Really looking forward to the next demo, keep it up, I love cultist simulator, and I loved your demo!

https://www.twitch.tv/videos/2816049464

2 much juice. Controller works, but mouse sensitivity is too low - had to drag it a lot to turn the camera.
Fun little demo. 
Dog tits.

https://www.twitch.tv/videos/2816049471

Great demo, but deadzone was a bit too low for my controller at the very beginning. Though it might be a problem with my controller drifting due to age.

Cool arcade feel, though I kinda wish there was music.

Levels dragged on for a little bit after a while. But it was fun, I really enjoyed the gimmick mechanics, even though I kinda bruteforced them.

https://www.twitch.tv/videos/2816049462

Multiplayer works great, even when most of my internet channel is congested with streaming and a voice call. Big props for that!
Movement feels good, shooting is cool, but doesn't seem to deal enough damage. But it was quite fun.

Great prototype, keep it up!

(2 edits)

Read the full VN off-stream.

I'll start with the positives - I really dig some scenes, and you managed to hook me with the setting&plot, so kudos for that! I like the title drop, and in general I feel like the whole "blob" of story is decent for the demo/hook.

I feel like the best part of demo is the Napoleon/Jeanne/Marie scene. You do a good job of setting up the little family, just before revealing what's going on. It's a great setup to explain the "silicons can't be trusted" notion that the MC has. 

However - it should've ended with the Jeanne experiment. Showing the Marie operation flashback is... what was the point? At that moment you already know that silicons (or maybe just Napoleon) are heartless bastards. Do we need some more torture porn to drive that notion home? And I already got the idea that the girl in an abandoned opera house was Marie - again, the "I want to play the piano like you daddy" was like 3 minutes before that scene. It could've been left unexplained like that, or at least let the reader wonder "is that really Marie?" for the time being instead of explaining it immediately. It could be a good scene for later - to remind the reader about how silicons are bad, and to build the Marie as a character, if she shows up later. In that particular scene - it just feels pointless.

And it also kinda ruins Napoleon, for the time being. I don't know if he's gonna show up again in the game - but, again, the Marie operation pushes him from "yeah he's bad" to "irredeemable", and that makes him flat in terms of personality. At that point you already know the "final stage" of his character development, so unless you want him to be the "force of nature" in the background - that's not very good for a character. And makes your job of developing him that much harder - because you've revealed your strong cards that early. I feel like that might be a missed opportunity - villains can be nuanced and 3-dimensional, and they make the story so much better in that case.

And I kinda feel like that's the case for a lot of characters. You have a very large cast from the get-go, but barely any get any character development. 

Anastasia is obviously the secondary protagonist, but I didn't get anything from her aside from "she's very smart" and "Alcides loves her". At some point I kinda started feeling like you're trying to set her through others, and imo it doesn't work when she's right in front of you. Like - why is she smart? What makes her smart? I'd like to see it for myself, not have other characters gush over how well she led them or something. She seems to have some kind of personality, but I can't really pinpoint it. It feels like she has a lot of screentime, but at the same time - did she say anything meaningful or did anything important? Can't remember, and that's a problem.

Icarus and Euthemia are actually set up really well. They have personality, they have their roles in the relationships, they have their dialog styles. No complaints there, I remember them pretty well. Honestly - most memorable characters from the whole friend group (which is REALLY bad for Anastasia as a character in a story).

Narcissa is a child. That's her whole character. Granted - she has 12 lines in the whole script, so it's not like she had that much screentime. But at least she has some dialog quirk to remember her.

Magnes and Glaucus (had to take a peek at the script because I literally don't remember their names lmao) are plot devices. Can't even call them plot drivers - I can't tell you what they've done. They might as well not exist. I couldn't tell you anything about them.

This kinda ties back to my complaint during the stream - you dump 6 named characters on the reader, expecting me to remember them all, and then most of them (or at least half) don't get any development. Honestly - I'd leave them unnamed until they get their own development scene - it's much easier to remember the characters and grow attached to them once you're kinda 1 on 1 with them (or the character is the center of attention of the scene). I'd honestly drop Anastasia completely. If you're gonna set her up as this really smart off-screen girl - maybe she should stay off-screen? That would make her that much more hard-hitting during the reveal.

I think this is where I should pivot to the whole "disjointed pieces in time" quirk that you have going on. It's jarring at first, but I kinda got used to it. By that I mean "I stopped trying to reconstruct the timeline". Even after you mentioned that there's a colored and bw "timelines" - my head kinda doesn't register that, AND at the same time - all BW timeline is bunkers and ruins. I've read the full VN a couple of hours ago (from the time of writing this review) - and I can't remember if the "reactor talk with Anastasia" is a BW or colored scene. 

At the end of the day - I kinda figured that "action scenes are in a modern timeline, probably" and everything else is a flashback. Which is fine - except I can't tell you what the action scenes lead up to. It's just running, sneaking and like 1 monster encounter? What was the point of that? At the same time - I can't really align the flashbacks into a coherent timeline - there are no indicators of which scene is prior to other scene. Well, there's the "Alcides reads the disk", and the "Alcides and Anastasia watch their father get cooked by a USB cable" - those are easy to place on the timeline.

I feel like it would be fine - but my brain is linear. It doesn't feel good to meet the character and get told that the character is really really smart from the getgo, and only after that start reading the backstory. It might work for a really interesting character - like - maybe I'd be down to read the backstory of Napoleon to figure out why he became fucked up, but not for Anastasia. Same goes for character development - it's fine to drop all characters on you at the same time, but don't expect me to care for them until they get proper development. I'll reiterate - see how "Trails of Cold Steel 1" and "Trails from Zero"  do it - they do it really well.

Another point to the issue with the "disjointed scenes" is that it took me A VERY LONG TIME to figure out that the group is neither carbon nor silicon. And I know that's probably what you wanted me to think - but it's not set up well. Over time there are mentions of "carbons are after me" - where I think "oh, so we're silicon". And then comes a scene where "silicon are our enemies", where I switch to "wait, so we're carbon? Did I misread or misremember an earlier scene?". Only in the scene at some sort of hall (where Nelson comes and yaps to the group about peace treaty) did I finally manage to understand that "oh, okay, we're neither". That reveal didn't bring me joy. It didn't confuse me, so kudos for that, but I feel like it could've been established better. 

I feel like that's an issue with the worldbuilding. You give the player too many pieces at the same time, and some of the pieces look very similar. I can kinda figure out that carbons are humans and silicons are not (Muv-Luv Alternative says "Hi!"), but them not being visually distinct or different in any way other than "one group lives aboveground, another is underground" makes it hard to understand who Alcides is.

Here's the thing. I feel like your style of storytelling can work, and it's VERY, VERY UNIQUE - but the writing is not really there. You're good at writing dialog, and I feel like you know it, since your scenes are very dialog heavy, and those that are stand out way above those that aren't. The "first nexus launch" voice lines are great, and actually sets up a great pace of "something is happening, oh shit!". Trafalgar-Nelson-Silicon guy exchange is good. 

But your expository text is very, very dry. Uncomfortably dry, even.

I'll just drop in some quotes from the game and explain my problems.

Anastasia: "What's got you worried Alcides?"
She says as she hugs her teddy bear.
Anastasia: "Have faith in the plan and everything will be well."
She says as sits down on the seat that's behind the helm.

First of all - you add the name tag before each voice line, so "she says/character says" is redundant. Second of all - a lot of dialog interactions are very robotic. It follows the "voice line - character action" pattern. It's fine if it's a long dialog - but a bit of exposition, a bit of a description of the body language, of facial expressions and environmental interactions won't hurt.  You can convey a lot of extra emotion with the body language. "She smiles at me, her tiny hands squeezing around the teddy bear as her eyes close for a brief moment." would convey so much more of Anastasia's carefree-ness in that moment. "She hugs teddy bear. She sits. She spins in the chair. She pouts." is extremely dry and robotic.

Also - there's barely any emotion from the MC. 

She pokes her finger into my cheek. My heart flutters.
Anastasia: "Well? Why'd you kick the door down? Are you here for the reactor?"
Alcides: "Yes. The reactor. And also for you."

"Heart fluttering" is a very powerful emotion. Is that it? He just spits out some words? No blushing, no stuttering for just a brief moment, before he manages to collect himself, no averting the eyes, no warm shivers down the spine? Come on. The MC narrates the story - let him feel a bit. That's especially jarring in interactions with Euthemia - she's supposed to be "the tease", and Alcides expresses his discomfort/thoughts verbally, but he doesn't really react to the interactions themselves.

I hate how she can just extract information out of someone like this. That's the only thing I hate about her.
Alcides: "Are we done here?"
Euthemia: "Seems like it, unless you have something you want to say yourself."
I pick up my tray as I stand up.
Alcides: "Yes. Goodbye."

Again - hate is a very strong emotion. Why not let him display, or at least feel annoyance? Irritation? Sure, he can be very good at hiding them - but it would make him feel so much more "human" if you'd let the player know exactly what he feels in the moment. And not just "I hate her."

I run blindly into the Bastille.
A giant figure about five metres in height runs through the hallway in front of me barely missing my head.

Same issue as the "I walk through the streets, suffered from explosion". I thought that "Bastille" is a name of a giant figure, not the location. And yes, I know that Bastille is a prison IRL. But I don't know what that is in your world.

I follow the directions IRYS gives me as I try not to run into anything in the facility.
Mutated carbon and silicon life-forms run rampant through the hallways destroying everything 
 in their path due to them being released from their cells.
Automaton parts lay scattered on the ground.
I have my gun ready at hand in case I need it.

This is supposed to be an action-y scene, right? He's either sneaking or running in. But the writing is too passive for that. The only action is "I follow" there, everything else is very dry exposition. Like - do the mutants run in front of Alcides? How does he know that they're running around? The broken robot parts are on the ground - how long have they been there? Are they still sparking? Still charred? Or are they covered in dust? Has Alcides drawn a gun at the sight, or was it in his hand already?

That's the only "action" scene stood out to me, because it feels like a still description, not an action scene. I think that's the only scene that I remembered from the current timeline, purely because it felt jarringly still.

I guess what I'm trying to say is - I wish you had way more in each scene. That could be used for both character and worldbuilding. Just let the reader be there and take in the sights for a moment. I understand that it's a VN, and you have pictures - but - again - the only memorable scenes, in terms of background imagery, are the Jeanne scene and the ship scene. Which makes sense - you generally don't remember the mundane environments. Everything else is a blur - bunkers, labs. Can't tell you anything about them. So please, don't expect the images to be a substitute for good writing. A VN with shit art can be carried by great writing, but I don't think that would be the case the other way around. Make the scenes longer, add details to the environment, to the character actions, how they move, how their face moves, how Anastasia's hair flows as she bobs her head. That would add SO MUCH LIFE to your story.

And I really, really want you to add more life to your story. I genuinely started to get invested in the plot. I'm interested in what's up with silicons (couldn't care less about carbons tbh, their setup was lacking imo), I'm curious at what happens to the peace deal (even if I only care about Icarius and Euthemia). But it feels like there's not enough meat on the bone to really put me into the world.


Couple of side notes which I couldn't weave into the main review.

IRYS is in the eye? It's an AI? Your plot is non-linear? Are you sure you haven't played "AI: THE SOMNIUM FILES - nirvanA Initiative"?

As kemomic already said - "Ship of Theseus" scene was horrible. I genuinely cringed. That's a problem with writing - the concept of "Ship of Theseus" might be new to the characters, but it's NOT new to the reader. Having explain the idea without adding anything to it, or without having the characters debate it in any way is a waste of readers time. I genuinely hated that scene, like actually "I stand up from my chair and shake my head. A sharp exhale leaves my lungs, my fingers pressed deep into the nasal bone. I stand there for a second or two, trying to figure out if I wanna go have a smoke or smash my head into the wall. The smoke wins. My steps echo through my empty apartment as my eyes scan the nearby tables and counters for a lighter. As my ass plants into the couch at my balcony and the cig is finally glowing with it's tiny, orange ember - I throw my head back and blow the smoke into the air. I had more philosophical thoughts while taking a shit."

I'd honestly cut that scene. It doesn't set up anyone, and feels pointless. I think I caught a couple of other "parallels to greek mythology" - I remember Tartarus being mentioned somewhere. I don't know how to feel about that - at some point it might become too much. Even without the ship of theseus copypasta.

Trafalgar's death is goofy. Blud got cooked by the aux cord lmao. 

Alcides getting separated from Anastasia is kinda tone-deaf. I guess it could be better if there was more exposition text about how the character feels - but right now it's just "we will meet again" - "okay". Doesn't feel like a brother and sister getting separated.

The abbreviations feel a bit forced. IRIS could be a cool one if I hadn't seen it in Somnium Files. Also - IRIS and IRYS? Come on. Same with ASMR (can't remember what it stood for). Sure, it's sci-fi - but it felt a bit jarring. But maybe that's just me.


Anyway. I don't hate it. It's okay, decent even. The hook is there, but there's a lot of stuff standing in front of it. I'd agree with pretty much everything kemomic says - get a second pair of eyes to help you write it, the "dryness" really ruins the mood.


I'll edit this message with the VOD clip later, still haven't got around to clipping the streams.

Oh, gotcha. Never heard of JummBox and jsfxr before, but yeah, they seem like pretty decent free tools.

Cool detail about the click sfx, didn't notice it, but it's also been way too long since I touched my GBC (and it's in another city). But that's a very nice touch!

Don't worry about the VST if you're not familiar with those, if you got your workflow working already - then it's cool. Just wanted to share stuff that I thought might be helpful.

I don't know your workflow for music/SFX - but I think this VST might help (most DAWs support VSTs, so you probably won't have any problems)
Dunno if it will actually help you or not - but I'd use it for retro sfx. You could just play one note, and pitch-shift it around for different buttons.

But yeah, I understand you had time constraints and stuff, no worries.

(1 edit)

No worries, we had a lot of fun playing it!
The reading issue is definitely on me, because usually I just skim through text and go back if it didn't work. I'm kinda impatient lol.

>The tablet would be better if it was a booklet
I feel like if you want to go with the tablet guide - maybe you could emulate GameFAQs look&feel instead of a PDF? I think we mentioned it on stream. And it would definitely fit into the overall feel of a retro game being played (I still look up some stuff on GameFAQs for some older games that I replay every now and then)

>Waiting isn't fun, that could be a problem
I honestly don't think waiting turned out to be as bad once I figured out how to do it (aka - read the manual properly lol). That, and being less precise with the RNG is probably okay. So I dunno, it might just be a bump in the learning curve. I caught the third shiny on my own volition just because I could, so there's that. Initial attempts were a bit frustrating, but having a manual right there next to the cartridge definitely helped with that.

Also - side note - I just remembered - maybe you could add some SFX to the flipper device used to hack/assist with the glitches? To the buttons and stuff? I recall some parts of the game being a bit too silent in terms of user inputs. But again - maybe it's just me.

>We don't know if we're too early or too late
Yeah, I can absolutely see why you have concerns about that. I honestly don't know how to fix/help with that. Maybe you could add a "kotaku journalist playing cuphead" option in the menu, that adds some OOC speech bubbles with hints?
I don't think it's needed, but I also have some knowledge about rom hacks/glitches, so I might be a bit more in the know about that. Dunno about an average person though.

>The sea near the side of the island is square 
This is probably something WAY beyond your scope, and a pointless feature that nobody would ever notice - but you could try limiting yourself to 96 sprites per scene (the limit of actual GB hardware). That would both give you an out when people are complaining about "square edges" and give you something cool to brag about. But that might be extremely... niche and not worth the trouble.
I didn't even notice the issue, but I'm not an artistic person, so there's that.

>The controller seems to not be optimal 
Yeah, full native 4K. I get lots of issues with that, but... good for playtesting and finding issues causing by large resolution lol?
I ended up not using the controller. Maybe I should've used it just for console and kb+m for everything else for extra immersion - that could've been cool - but I didn't think that far ahead lol.

>So yeah, how the game feels right now is intentional
Yeah, I get that, which is why I'm not complaining. It's just that I have experience with pokemon games, so it took a bit to readjust myself. So no worries.

Thank you very much for the demo, and I hope our playthrough helped. Please keep it up, its a very unique and interesting demo!

Oh, well, you did fairly good with cyrillic signs, so I kinda assumed you were. In any case - it was quite surprising, so I assumed you were.

Now I'm really curious about the second stage you get planned, so looking forward for more updates!

https://www.twitch.tv/videos/2767018339

Graphics are messed up on windows, I struggled making it use proper resolution.

Loaded custom song, and it didn't sync to it. I'm assuming there's one pre-built course, and it doesn't generate based on the song?

At least now I know how it feels to overdose.

I was fairly harsh in this VOD, and I apologize for it. I will try and elaborate on my thoughts more in this feedback.

https://www.twitch.tv/videos/2767018331

I have no real issue with the gameplay itself. It's a bit rough around the edges, sure, but it's fine, and the idea is good, and I did enjoy similar style of games (Outer Wilds, Loop Hero). It's a bit of a moon logic puzzle, but it's fine.

My main complaint is with the VN side. It's... Rough.

I have no problems with isekai, or "loser hero" archetype, but the writing makes me extremely annoyed. It's just... neither appealing, relatable or comical. The introduction is fine by itself, it's not really horrible - but when the dialog with ??? keeps going, and going, and going - it's a drag, and it casts shade at the character intro, making it retrospectively worse.

I honestly have no idea what tone you're going for. Is it supposed to be comical, or serious? Because it feels jarring, like you are trying to write both at the same time.

It's just not fun. It's not engaging, and the "I'm a real loser let me sit there and watch the girl kidnapped" after some retries really doesn't work. It doesn't motivate me, it makes me want to turn off the game.

I suggest either taking point from other VNs, or unironically give AI a try. Some models - especially 12B ones, can be run on the CPU. Muse-12B and Wayfarer-12B are really good at setting atmosphere and describing actions respectively, and koboldcpp is very easy to set up and run, and includes a UI.

https://www.twitch.tv/videos/2767018322

Very nice, short and sweet. Surprisingly fun and gets a tiny bit harder by the end.

Needs more progression imo, both in terms of enemies, enemy attacks, and the character power scaling - it became kind of a drag by the end.

But the base is EXTREMELY solid and fun, so please keep it up!

https://www.twitch.tv/videos/2767018338

Reminds me of Maximo and childhood trauma.

Played on the controller. Swift Bites kinda suck, the homing attack is good. Character model is cute.

Very barebones, but managed to beat it by spamming homing attacks. Stopping during an attack is... not fun.

Don't know how faithful it is to Ghosts'n'Goblins, but not really my cup of tea.

https://www.twitch.tv/videos/2767018336

Love the thug puns, love the combat, 'ate the pipes. Simple as.

Good shit m9

Thug on

https://www.twitch.tv/videos/2767018324

The stick controls is a bit wonky, going into "down mode" when I'm pressing right or left. And I already complained about being able to go out of the "down mode" mid-jump.

But otherwise - a really good demo. Some levels need to be a bit less precise, but the controls are fairly good!

Keep it up!

https://www.twitch.tv/videos/2767018333

Really cool! Great level, feels like a proper stealth mission.

Controls are a bit wonky, especially figuring out how to shoot. No prone shooting? Smh

But great stuff, loved it.

Keep it up!

https://www.twitch.tv/videos/2767018332

Love the progression, each run felt like progress. Huge kudos for that!
Character animations are peak. Very addictive.

Looking forward for the full game!

https://www.twitch.tv/videos/2767018337

Actually amazing. I'm not a big fan of card games, but you had me absolutely hooked.

Reached the boss on my first run, and got absolutely wrecked on the second run.

I'm not a big fan of some voice lines, but that's probably a minor nitpick.

Reminded me of Washack - a very old game.

Good stuff, card art and the shader on the cards is peak sovl. Please keep it up!

https://www.twitch.tv/videos/2767018334

Couldn't connect, so I'm just posting this for posterity. My apologies. 
The only thing I'd suggest is a way to enable console logs so that it might be easier to debug.

But that might just be my weird local network. Sorry about that.

https://www.twitch.tv/videos/2767018335

Fantastic progress. Love the mood and athmosphere.

I think I'm getting better at it. Though I'm not sure.

Please keep it up!

https://www.twitch.tv/videos/2767018323

Absolutely amazing. Synergies feel great. Kinda ignored hole upgrades, but I dig the humor.

Failed on the first run, succeeded on the second run.

My only feedback would be - please add some sort of progress bar to the "accumulating" items, like knives - because I'd love to see how many would be launched next round.

Otherwise - amazing stuff. Absolute heroin in digital form.

https://www.twitch.tv/videos/2767018325

First half of the level is great, second half is... empty. 
Good stuff, shotguns feel good, and controller works. It's a bit confusing, since it feels like the aiming is at a slight angle - I feel like you're using the stick rotation as an absolute for the camera, and not for the world center. If that makes any sense.

But it's great.

Centaur guys feel a bit too tanky, and no drag'n'drop in the inventory is a bit jarring. Also thought I accidentally sold my only weapon.

In any case - great progress, great demo, keep it up!

https://www.twitch.tv/videos/2767003109

Very nice demo, very interesting. Loved the atmosphere, loved the stone breaking.

I got almost bored when I reached the dynamite section, and I was anxious about if the resources are limited and if I could soft-lock myself. But other than that - it's pretty fun!

I kinda wish there was a bit more engagement or push, though. The skeleton and the little dungeon were fun discoveries, but other than that it felt a bit... empty, I guess? But maybe that's just me.

In any case - amazing job, please keep it up!

https://www.twitch.tv/videos/2767003110

Honestly - combat is SO JUICY now, like holy shit. Absolutely amazing.

I feel like it's growing into something magical, so I'll just say - please keep it up. No actual complaints, the main combat loop works and feels great!

I am not sure if the overworld exploration is a placeholder, it seems a bit too rough right now. It works well for the most part, but ambushing enemies seems to be extremely hard due to movement points returning to you if you take a step back. Maybe it's supposed to be like that, maybe not, don't know.

But I am very eager to see what you have planned!

https://www.twitch.tv/videos/2766992416

I went back after the stream and reached prestige. Gotta say - prestige is extremely disappointing, and not really worth the effort. Imo you should have another progression tree there, not just "pick one upgrade that is kinda meh".

Also - pilot camera is off-center, where only the head is visible. But a cute addition, most certainly welcome.

Fantastic demo, please keep it up!