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Evilous
Creator of
Recent community posts
I think the biggest thing is the tutorial that should be worked on since you get thrown in and there is a lot going on for most people new to craps. I do like all of the new additions with the random people playing with the player, but I wish they weren't all the same black woman looking smug. I feel that could allow for a lot of personality to shine through. I think it will be interesting to see how this develops.
I know most people won't mention it, but I like what you did with the itch page, very smooth.
The tutorial is really nice and straight forward.
Overall my feelings are the same as last time outside the small additions you made are really nice. The gameplay still has the burst type of gameplay which is interesting. I'm not sure how busy I will be when the game releases, but I'll try to remember to check it out near release.
Thanks for playing. The engine has some faults in it's backend for loading and performance, which is something I'm trying to do, but when it's unoptimzied for certain GPUs, there isn't much I can edit for it to make it run better. I'm still trying to make all of the game's backend code run a little better so it won't have as much of an impact as it does, but even with that, I can't edit the engine's code since it's not open sourced, where messing with the engine's source code can only really be done with C# overriding.
Thanks for playing. I'll have to keep note of all of this, since some of it clearly wasn't intended or was faults of the engine. Aspects like the loading times and the camera being able to do that is interesting kink to how the engine handles loading and unloading certain data.
>There doesn't seem to be a way to re-read previous text, like most VNs. Maybe I just couldn't find it.
I thought I added it, but it must have gotten disabled by something else in the background, I'll have to check after work to see why it's not popping up.
I didn't realize some of the typos still persisted, I'll edit them when I can.
Thanks for the input and for playing.
>The game performance started to go down hill once I met Bianca and lowering the graphic settings didn't help.
That's the most graphically intensive the game can get, and the engine uses the GPU heavily. I've been trying to make it better, but so far no matter what due to the character model's, even when compressed, the engine wants to use 2 GBs of VRAM before stutters happen.
>It also looks like you are using a mix of dynamic text and baked text into textures - which is fine but it means the baked text is unreadable at low texture resolutions. I suggest removing the lowest texture option entirely if you don't want to redo it
Thank you. I'll look into it more.
>Minor UI detail - can you hide the button labels bar on the bottom right when displaying dialogue or other UI?
I'll look into it tomorrow. I thought I had it set up where it should be below the dialogue box, but I guess it screwed up(?). I really have to look into it more and edit many different aspects of the game.
Extremely impressive, it does need improvements on lower hardware, my GPU was trying to die when running this last night. But this is most likely going to be the biggest game from /agdg/ for the next decade or two depending on how the development goes. The biggest thing to fix/improve is the performance and making sure the UI is good without many bugs.
This game looks cool and plays mostly well when getting guns, but the moment I got to the bat mechanic I lost most interest. The bat is the main way to do damage but is boring. I wish it was right click instead of spinning the mouse around, it doesn't feel right when spinning and killing everything anyways. There isn't as much interactivity here compared to a game like Hotline Miami.
Thank you for informing me of everything and playing the game for so long.
There is a bunch I'm still tweaking and trying to fix to make it better, everything you stated is extremely helpful with finding things happening. The prologue might need some more work so it's not as text heavy at certain points for better pacing. The Influence game is something that I've been trying to figure out a good balance for, since there are settings to skip most of the text, but it also shouldn't be happening with always sabotaging at the start either. I'll add this to the stuff that has to be changed/reviewed.
The graphics and music are very well made. No idea what is happening with the menu buttons zooming across randomly with the selections and the lack of a way to change the resolution without editing game files. Enemies have too much HP, but I wish there was a way to charge up attacks or more ways to attack without having a combo meter.
I feel for platformers like these, there needs to be more movement involved like Pizza tower, where there is more room for creativity instead of the default running and gunning. The trailer showcases this a bit, where at times the character near the end of the trailer is standing around and shooting, which feels like they could be doing something more involved visually.
I wishlisted it, but it needs something for the character control to give it the "Omph" it needs to become something bigger. Great content so far.
The settings menu doesn't work, windowed puts the game into full screen.
It needs music and what I'm guessing is roguelike elements. The game also needs better telegraphing with more of a delay between attacks. The second boss feels almost instant with his attacks outside his first slam.
Keep in mind to take more from Bloodborne instead of Dark Souls in terms of player allowed aggression, aka allowing the player to be aggressive instead of defensive with only attacking during weak points.
It has strong potential.
Music is fantastic, as a Super Monkey Ball enjoyer myself, the music is 33% pf the fun.
The hovering over buttons seems weird since I can hover over multiple buttons at once. I wish the text on the buttons could be more easily read aka darker than the button text when it's having the weird thing when it appears hovered twice. The character select should allow the big circle to be clicked than only the tiny one.
World 0 is hard, Monkey Ball has the first two worlds being joke simple worlds to teach the game's mechanics.
Levels are also very long at the start. One improvement would be for the banana system many monkey ball games have which has multiple bananas being gotten giving a free life, giving a reason to collect them.
I like how the game over in modern monkey ball shows the monkey in the ball sad and then getting very happy before being shot into space when selecting restart and acting more sad when trying to quit. Something like that would make the characters in the ball much more expressive so there is a real difference between the characters.
I would buy it once I get a portable PC for work breaks if you have controller support. Since I love monkey ball for switch and it would be too much of a stretch to request switch support at this stage of development, but you should consider it for the future.
I like the idea, but I had a softlock in the second combat once the second phase started. It has potential, good stuff can be done but it feels like it's missing something to make the graphics pop out more, along with quality of life stuff for showing what is being hovered over in combat and the UI.


















































