Recent community posts
Pretty spot-on style reminiscent of Death Grips's aesthetic despite using basic elements and simple models. Apart from that, can't say much due to bugs and it being early in development.
You might want to cut-off some of the edginess, though. I don't want to be rude, just saying that as I'm sure if this got some attention that word would be very common, quite cringy as it's laid out (although I 100% respect the experience of whoever the story's based on). Spacing it out would be a good solution (all references are very close to each other time-wise), and subtlety would get you far while keeping (or even improving) the crudeness/impact. I don't know if you would want to put the work into giving it a second pass, but I'm saying all this because I really see potential in its presentation and execution, quite dissapointed in the unnecesary un-subtlety it has all over it.
Edit: I want to clarify that I'm not sensitive on these themes at all, I just find the execution to be a bit overacted and reeks of creativity fueled by exagerated sentimentalism. Sorry if this sounds cold, not trying to be at all. Really interesting and good-looking.
I've got far into the original 121, but after all this time either I'm stuck or can't remember how to move forward. Unlocked all the recipes, did all the "key quests" I know of yet I haven't been able to unlock the "crafting" machine. I love how there aren't any gameplay videos or guides, as it forces me to delve deeper without guidance but I think I'm stuck for good. Any help?
Edit: Nevermind, I understood the graphics on the cauldron tile as static instructions, silly me...
Thanks! It was easy to know who you were controlling before downscaling the game, but time was very limited for me and could not polish it as much as I wanted.
I want to fix a lot of things and add a difficulty curve based on sets of levels instead of just random!
Thanks for the kind words!
I love the lack of acceleration/decceleration, it makes the controls feel tight, yet as I played I noticed that it is pretty easy to avoid bullets/missiles with the speed of the tank. Maybe the difficulty progression could branch both into bigger groups and faster projectiles? (bullets -> rockets -> almost instant bullets (like sniper guns?) -> lasers). Because of how fast you can move and how open (open as in lots of space for combat) the game feels disrupting player movement could be a good idea too, maybe an enemy that dropped spiked wire? one that stomps and creates breaches on the floor?
Btw, I love how enemies stop shooting/aiming when you stop moving close to them, as if their purpose was just defending an area instead of pursuing and destroying any intruder. Reminds me of how the popo behaves in nuclear throne
Graphics wise, maybe smoke would look better if the opacity didn't stack (using a blend mode? no idea about how unity works)
Seems pretty promising, love your work!