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Mark1929

593
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A member registered Jan 02, 2020 · View creator page →

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I really like the steam demo so far. Though, it looks like there are issues with rebinding keyboard controls on PC. I can change the inputs for the first column but not the second, so a rebound key press does two things in that situation.

Gameplay wise, I like the balance of the melee hand rifle, the shoulder missile launcher, and the shoulder cannon, plus the rapid fire gun. The former is effective when you use the other weapons to stagger an enemy mech.

However, it is very difficult to gain vertical lift before you run out of energy, whether in standard mode or boosting mode.

It's a shame that the demo displays parts unlocked after beating missions, but you can't customize your mech at this time.

The game concept is alright. The first three zones have reasonable balancing for foes and bosses.

Not sure why the game asks you if you want to run the tutorial every time you start a new run.

Not sure if there's a way to tag Act 2 spoilers, and the emoticon isn't endearing but...

The Act 2 Zone 4 boss can resurrect the minions endlessly and regenerate its health to full... looks like the only way to beat a boss like that is to hope you get a godlike selection of abilities on level up, which is dubious game design.

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I found a bug where there were no enemies in a Zone 3 stage, so I had to exit out of the game and my progress reset to the beginning of the zone.

Edit: And now it looks like the text progresses very slowly even when I have text speed set to 10 or instant.

The game is interesting so far, but is there a reason why you can't use Z and X for menu buttons, and why you can't rebind the defaults away from enter and esc?

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It's an interesting game, but the fact that you can't manually save or run or change the text speed isn't fun.

If encounters don't give exp or items, it nudges the player to avoid combat when possible.

I like to revisit this game every now and then. Even compared to Axial, which I liked for the combat, Obsidian is a great bite-sized RPG encounter with decent strategizing options if you like to tinker with builds.


The game concept is alright, but the maze section is claustrophobic, and Alt + F4 closes the game instead of enabling/disabling cheats.

It's a cute story. It's too bad the the chimney bird's tip about a hidden treasure room behind rubble doesn't do anything because Yazmody is afraid of ghostly gold, and there aren't other secrets besides a nearby painting of a circus tent that glows if you punch it.

A bit short, and the rpg battles were simple, but the game was fun.

The bullet hell gameplay is fun. The platformer and RPG segments are a bit short in comparison, and the narrative is interesting.

Mostly involves a lot of grinding for having more books to boost the combo meter, but it's a fun game.

I really like the game, but it's odd that the healing crystals would have you default to saying no to saving, there don't seem to be any situations where you wouldn't want to save after healing.

The game concept is interesting, but it looks like there is a bug when you enter the library. The character got stuck in a wall tile.

There doesn't seem to be a way to get past the gate after you take down the second group of enemies (one ranged, one melee), and the dev commentary isn't very interesting or fun.

Hello, I really like the 8 More Lives Itch.io demo, but I have some questions.

Is there a reason why the itch.io demo page requires a password now?

Also, I really like the heretics company origin, but the large golem has a big movement bug. Depending on the map terrain, the game lags and the golem will move erratically from one square to the next, provoking attacks from enemy units.

Some self-proclaimed pundits are quite odd, indeed.

It's a very fun concept, and the implementation of the four endings was nice.

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It's a fun game. Though, the game and the instructions doesn't really inform you that you need to collect the yellow barrels to charge up the player's weapon, and it looks like the green mines don't do anything.

Short, but it's a very fun game. I'd love to see an expanded game with more weapon options.

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The life of a day trader is quite the spectacle.

It's a very fun strategy and tactics game. More accessible and easier to jump into than Battle Brothers, and you can adjust difficulty to your tastes. Easier resource management, which I appreciate.

Spicy, but cute and expressive indeed.

Short, but an interesting concept.

It's a fun concept, but given that health isn't restored after a battle, it's easy to end up in an unwinnable situation.

It's a fun game for the genre. Some music would have been nice.

It's a very fun concept with great gameplay and music and atmosphere. A downloadable version would be great.

The concept is interesting, though it's weird how so many creators beg for Steam wishlists with the ALL CAPS thing.

Looks like selecting the landing target with F helped with the issue. 

The game controls manual did clear things up, but I feel like it's the sort of thing that's easy to miss if you play the mission without reading the manual first. Perhaps a later version of the mission could incorporate a small in-game popup to select the runway target with F?

Q/E or Right arrow/Left arrow: Rudder
Both rudder buttons at the same time: Level craft/Activate landing gear

I can use Q and E to level the craft, but it doesn't look like there is a way to land the craft when you finish the mission by siding with the pirates.

It's a decent visual novel, if a bit short and nearly identical to the events of the first visual novel in the original PA series.

Sequels to this visual novel would be interesting.

The gameplay was so-so, but the story was interesting. Looks like the ending cutscene loops itself when you press space at the end.

It's an interesting concept. I think it would benefit from an automatic end turn option for when you use up all of your energy points for the turn.

It's interesting, though it's not clear what the player is meant to do when the big crystal goes dark.

Feels like the game could have used some more polish, given how easy it is to get stuck.


It's interesting, though I could only make the ball move forwards and backwards, no movement to the left or right. No way to control the camera.

Is there a particular reason why you didn't implement computer controls for a computer game?

The opening 'sound' humming stuff wasn't great, either.

It's a very fun concept, but it can be difficult to handle a trio of enemy mechs if you run out of missiles. Shields don't seem to help much.

It's a fun concept.

It's a very fun mech action game. Felt pretty balanced in terms of difficulty, aside from the earlier bosses feeling spongier than the later bosses.

The AI on the lower difficulties isn't too advanced, so you can get by with strafe jumping, firing the gun and the missiles and using the dash for offense or defense as needed.

Train boss was fun, as was the final boss. Seemed like they were less spongy than the earlier bosses, and no enemy minions made it easy to focus the gun, the missiles and the assault dash on them.

It'd be fun to see a later version with customizable mech loadouts for parts and weapons like in Armored Core, but this game is solid as it is.

The concept is novel, though the rhythm aspect makes it difficult to actually perform attacks.