I really miss when games like Zelda Phantom Hourglass and Etrian Odyssey let you make your own maps! Some games compromise by having the map be empty and you're the one that places all the little markers, but imo that's not nearly as fun.
MeiCheesecake
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So true honestly, this is something I think about sometimes. I think a lot of meaningful progress could be made in the discourse about random encounters in RPGs by just... considering that you can give players new skills whenever you want? Experience points and scaling are also being dragged along into games because of the overuse of procedural generation, which is another thing I don't like very much. I want a game with an intended experience from beginning to end! I want to feel like the developer cared about *all* of my journey through the game, not just the major beats!
Really good and promising demo! I think you nailed the vibe once again and your style looks really good in 3D, I've been looking forward to more of it ever since The Primrose Theater. The music is great too, I spent too long jamming in the first obby and got jumpscared by Chewbert.
I really like the second half of the game in particular, the new mechanic and the new use for the tomato gun (?) are really fun. It's such an interesting contrast how the obbies have this sorta utilitarian/childish feel to them where every single platform is placed for you specifically, and then the Hope sections (ESPECIALLY HOPE 1) are these raw and threatening structures you have to bargain with to have a safe descent.
I do wish the flashlight was a little stronger for Hope 1 but that's about my only complaint. Great stuff, excited to see future updates on this!
After playing both 0.82 a while back and now 0.95, I can say with confidence that this has become one of my favorite games of all time. I was really sad when it was announced the game would probably not be making it past 0.82, but I still checked the game page every once in a while and it paid off.
The worldbuilding is really interesting, the mix of different art styles is charming and works pretty well with the kind of story and world that is being portrayed here, and the music is beautiful. I do like the 0.95 ending better. As much as I'd be interested in seeing what Gurgle is up to now that he's not in hell anymore (possibly), I do care infinitely more for FishBone and seeing him happy (as much as possible) means a lot to me.
Considering this is 0.95 and not 1.00, I'm assuming there will be more, but please take your time with it. And in the meantime, if you've got any new projects in the making like the ending implies, I'll be excited to check those out as well.
Could you elaborate on this? Did you get sent to the normal ending even after having entered all passwords? Or just that you went back to the normal one after having done the passwords ending and noticed the hint? If it's the former, could you tell me the steps you took on that playthrough? I haven't been able to reproduce it.
Really fun game overall! Really hard, and the balance mechanic adds an interesting dynamic to the difficulty where it can make things easier or harder depending on how much you can focus on manually adjusting balance. Loved all the little friends as well, such nice shapes and names!
A bug I found:
After the chase sequence bar filled, cars stopped appearing but I still got stuck on the chase sequence on an empty road...
I liked this game!! The decision to have a stamina bar when there's not much action-oriented gameplay is a bit weird, though, I'm not sure if that's necessary. It'd also be cool if there was something that only can be done after the first run, since as of right now there's not much incentive to keep playing after it.


