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osur

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A member registered Sep 17, 2020 · View creator page →

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thank you for the very SMUG Kira! she looks great! she's intentionally smug, her character's like that to contrast the straight-laced default character.

>the description says they disappear after 60 seconds

crap i forgot to update that. they now last forever since i didn't like the duration mechanic, but i didn't rewrite the spell description.

>music

i'm curious about your thoughts on the music. the new music is brand new (it was finished like 4 days ago), and i talked a lot about the old track with the music guy and we both agreed the old one was a bit boring. is there anything more you can tell me about your thoughts on the new one? is it too "epic" or bombastic / intense for the environment? 


thanks again for the playthrough, feedback and drawing! as far as i know, you and The-Gun-Is-Good dev made it the farthest (the skeleton pit area), which is i think an area that's too repetitive/difficult/stale. it and the 2 levels after it are getting changed at some point. either way, congrats on making it that far! it's not an easy feat

i have beaten it,  there were no further issues.

i am not well read so i can't really comment on the quality of the story from start to finish except to say that i liked it a lot and the ending made me emotional. something that i did notice is that the egg only seems to exist in writing and flashbacks - there isn't a (present era) visual for it, which i think goes against the idea of it. if it's supposed to be an object of great temptation, great enough that Finnigan himself hides it without knowing where he puts it, it seems kinda weird to not show it. i'm reminded of LotR movies where the one ring is always shown (and zoomed in with a special music track) when exposed, which helps make it important to the viewer. i think even a single scene of "here's the egg. whoa" would reinforce how you are describing it.  otherwise the ending is great. i mention this before but i specifically like how you handle the way characters exit the story. i am keeping it vague in case of anyone here reading that hasn't beaten the demo. 

so, some technicals

"ocean" level, you can't see your staring position, it's obscured by the menu at the bottom right

the ground flickering effect is very, very good. i really like it.

the shop being unmanned and free in the lategame is a cool touch. i still basically never used anything from the shop, the only item i ever remember using was the reviving feather and that was several DDs ago. no clue if you really need to change anything, since i think at this point i am experienced enough and this might be more beneficial to newer players.

the goon/meduzoid god claw-attack sound is kinda weak. it does have the claw imagery but it doesn't really do it for me

for the last chunk of the game haydn feels a bit absent from dialogues - but at the same time what can you really do with an animal that doesn't really speak. he does have a moment in the end, but the section before that is absent, enough that on my playthrough last time i wrote "no haydn?".

going to comment again that the portraits changing depending on the character's mood is excellent. i notice it more and more and i like it every time i see it

the final boss felt kinda simple, same with the fights before it. it took me a bit to figure out the order for the Pets, but it was fine once i did. i think maybe another "arena puzzle" is in order, like how you did it previously with Sannoval or the forest level. the actual final boss i wouldn't really consider a battle - he only cast frog migration which doesn't really seem to do anything except slow (some? unsure which characters are chosen) characters. then i killed him with a sword.

another nerf suggestion for Mosca's AOE slow - i think it should have a hard-cap max slow amount. in the Pets fight, i spammed an unupgraded motivate on mosca for her to aoe slow, enough that the casting (bottom row, forgot name) enemy was slowed to basically nothing. i was able to wait -> slow -> wait before he got any action in. i think a max 3 multiplier of the same slow should be the enough, but allow multiple different slow instances to stack more. 


well done. i am going to miss seeing new content every demo day and im glad i was able to join you for the ride to see how this game evolved. since i know this is your first game, i hope that you enjoyed making this enough to warrant more games from you in the future. expect a day 1 purchase from me once AG is for sale.

no need to apologize, this is what DD is for. i'll download the latest update and report back

thanks for playing again bluesanddev!

have you tried using the shield combat arts? for me, i feel like one handed weapon +  shield simply outclasses everything.

>magic arrow

probably would be good to include a separate "slow" only arrow skill or something. it is true that it's much, much more useful than for example lightning or fire.

thanks again for giving it another go, and i again must say that i really liked your fanart! thank you!

i have seen the great ordeal and i believe it. a lot of games tend to have the whole "the enemy is dire and their numbers uncountable" and i just go "yeah sure" but in this one i felt it. clashes with 30 enemies on screen, huge maps, hundreds of foes, big towers, and a lot of blood later, yeah you nailed the scale.

i'll go chronologically with my feedback.

the intro sequence had no right to be this cool. the only issues i had is that the lady's voice is a bit quiet, and there's some pops in the audio. at some point the cutscene finishes, but instead of automatically taking you forward, you still have to press the Skip button to proceed. a bit weird.

i don't know the source material so a lot of stuff felt very Dune 1984 style of "the narrator is using a lot of custom words and you are just meant to roll with it", but i got the general vibe. this of course depends on what you want your core audience to be - fans of the books will surely get it and not require anything, but someone foreign to it all will go "ok i have no idea what's going on, who is this guy, what's all this". something that isn't tied to the source material is the character sheet/stats, which i think could use details. some are obvious, but what would Conviction affect?

tutorial works and makes sense. ghostly green pots are a bit unusual but not a big deal. some animations are a bit wonky, such as being able to move while the tail end of the attack animation is playing, and the character's right foot being bent as he walks

some wonkiness like having E to open the dialog menu, but mouse to select? at least have it possible to press a number to select an option, since that's near the E key anyway. another silly conversation thing is the speaking character's name/title at the top left changes dimensions based on the amount of dialog spoken.


this is a really cool visual and the first moment of the game's scale matching to the game's plot/narration.

had a minor bug in the camp with the map. i accidentally selected the camp when i meant to teleport on the field, but this restarted the cutscene showing holy-man and the camp. i skip it, but this takes me back to the map screen except the cursor is out of bounds so i can't really do anything except return to menu and reload

onto the field of glory

having several dozens of enemies holding a point is GREAT. the ragdolls are lovely too, although they sometimes dont occur. i noticed this specifically with archers. my big grips is that i can always see the enemies spawn once i approach the capture point, which takes me out of it. i think just spawn them a bit further away and have them sprint towards you? something else that was a nuisance was that the cutscene UI would turn on when i capture a point - even if i was mid fight. no need for that at all, methinks.

the summon reinforcement skill is great for these fights

i clear 5 fountains and head up towards the top of the tower, when the big troll guy shows up

another very cool encounter, he came out of nowhere. i avoided him and climbed up

the tower is cool but the sequence of the elevator a bit too slow. if you're going to maintain that speed, give me something to look at while it goes on.

i clear the bottom floor. all the enemies got stuck and dint attack me, so i pull the lever and proceed to the troll room. reinforcements summoned and the troll + spawner dispatched, its a long hallway to return to the camp.

this was a very fun sequence, from the start of the camp to returning to it.  i ended up sticking with the starting weapon since equipping a flail didn't really seem to do anything, it didnt have a visual and did no damage. some items also had unusual stats that i didn't know how to interpret, like madness resistance. i'm surprised at how good your save system seems to have worked, i would always respawn in the correct position and everything else seemed to work fine.

once i returned to the camp i had multiple other destinations, but i accidentally selected the battle i just came from. it teleported me to the tower, so i stopped there since i didn't want to walk those two long hallways downstairs again. probably worth it to add some idiotproofing to the map screen since i made a mistake every single time i tried using it.

long story short, it was a lot of fun. kinda surprised how quickly you were able to put this together. the scale of the game is your greatest strength, so i suggest leaning into it. need more giant monster fights or giant 30 on 30 battles! 

you clearly know where you want this to go, so keep doing what you're doing!

greetings

we played mistwood on stream

https://www.twitch.tv/videos/2136437481

the timestamp is 01:21:30

hopefully this will provide some useful feedback.

you already know i love this game and the art in it, so i'll go straight into my thoughts. i wanted to play as Iris since i've played as the previous characters before.

so, i boot up the game and buy Iris. going into the dungeon with her immediately kills you


i resolved this by buying bomb girl, starting, exiting, then starting with Iris.

i immediately noticed more sound and maybe a change in the music? it's very nice.

holding left-mouse-button with cyclops girl makes me use her Idle animation. i can move around as i do this, which looks silly. since i see you're using unity, look into how you should handle animation layers for 2d objects. it's simple enough for 3d, but i figure there's probably something similar for 2D sprites. either that or divide the sprite into halves so you can animate only the legs on movement and only the arms on attacking.

on level up, a bunch of buttons appear to select a powerup. if your mouse is in the middle of the screen, as the buttons appear you technically "mouse over" all of them , playing their sounds. ideally make the colliders for these buttons inactive while the animation plays, and active once its done. this is a very minor thing.

having fireball, mines, helicopter bots, ice aura and thunderstrike is a lot and there are many particle effects playing at the same time. not sure if this is an issue or not, but if you add more skills it might clutter the screen too much. not sure what to do about that, it's just an observation anyway.

for the spider-mines, consider making them auto-deployable. it might be interesting to have a character that doesn't need to attack, the robots automatically do it for her! it fits her style anyway, since she's shown with her hands in her pocket, like she doesn't have to do any more work.

text stuff:

couple of typos i noticed. i wasn't paying that much attention but these are simple

>Allow Iris too deploy spider bombs -> Allow Iris *to* deploy..

>Rise your X Y Z -> Increase your X Y Z. Rise is to get out of bed and "Raise" is to increase something, but just saying Increase sounds better

Leveling up the Aerial bomb says it increases by 1 up to 3. i first understood that as "you will have 3 after this upgrade" and i was confused, but i found out you meant the Maximum possible amount of bots is 3. if this is the case, you should not write that and instead simply not allow the skill to show up again on level up.


as always, great stuff. the game is progressing nicely and improving every DD. keep it up!

alright, hurry it up then

>you don't have to see the Hologram up close or anything

i don't HAVE to, but in games like there's fun to see things from a different angle.

hello, it's been a while

last time i played, i remember the level being like the submission page's screenshot - a bunch of rooms, and the "other world" stuff. the scene from the game is new to me - it looks nice. i don't remember if the robots are new too. if i recall, you previously fought with the rugmen from jumpchat and not the cute one-eyed robots from borderlands.

anyway, here's some feedback that i think you can actually use

jumping twice, back to back, plays the jump sound twice. because the soundfile is longer than the animation, the second jump sound will play at an incorrect time, when the animation is already almost done.

you click to open chests, which is weird. i expected E or F to interact or something, and click to be reserved for movement. 

glad george is still here. he even follows you down if you jump off the platform with the chests. clever boy.

found no major issue with any of the interactables

some objects (like the giant dancing hologram) are too big for the camera to view them properly. is there a key to either view the game from the model's perspective, or some camera pan thing? if  not, that'd be nice


keep it up. i expect a lot more Progress now that your PC is back

problem with that is that enemies make holes in the navmesh when standing still, since unity's navmesh system is the worst thing to ever be conceived through mortal means. something can for sure be done, but it'll create a lot of issues when walking into/near enemies. i might be imagining a future problem that doesn't even exist, though. we'll see.

thanks again for the feedback and suggestions!

argh, i have been blueballed to the highest degree! the final fight won't begin - clicking the object i wont specify due to spoilers doesn't start the fight. even after saving and restarting, same thing. i sit here at the last hallowed ground waiting for one more hotfix. afterwards i'll post my full feedback

thanks for the playthrough and feedback!

>move without attacking.

it's on the list, but i'm not quite yet sure how to tackle it, mostly due to how i implemented pathfinding. long story short is unity's default pathfinding took off 5 years from my lifespan.

> sound when they cast fireballs

good idea. i'll try to mess with this more.

>2 hander weapon animations seem very slow

i need to figure out a scaling benefit to them, since most other weapontypes have something to incentivize using it and spending points into it. hmm.

thanks again for playing!

cultist is not for lewd!

> scroll wheel is often very slow and on some pages it doesn’t seem to work at all. 

this is strange, first time i hear of this. do you mean with NPCs, or the player's UI?

>collision in doorways is a bit borked.

yeah - if two enemies stand near one another, you always end up trying to attack the one farther away which is beyond your reach, so you just stand there helplessly as they beat you. i need to figure out how to fix this.

>Do the obelisks curse you or something? I didn’t see any effects. Maybe that’s just something I’d need to play more to figure out.

they apply a random effect on you with a cryptic message. it's something i'm still trying to get "just right" - i don't want the player being told "you have lost 2 Strength" but at the same time i want to push them to investigate what changed without making it too cryptic. in general the whole game has a feel of "i'm not sure what this is, and i want to find out" and i want to push the player to be inquisitive.

anyway. thanks for playing and the feedback, and i hope our stream was of use to you!

thank you for playing and for the feedback! im glad to hear the game is still able to bring you enjoyment even after all this time.

>enemies

it's a tricky issue. while i always appreciate smart enemies, ARPGs sort of rely on having dumb enemies to make it work, since it would be incredibly punishing otherwise. walking into a big room, a player would get flanked and immediately surrounded, which is an instant game-over. some enemies eventually grow a brain (flaming skulls try and avoid you, goats predict your movement, etc.) but nothing 'too good'.  it might be too late to uproot their controllers at this point.

thanks again for playing!

i'll try it out tomorrow morning and i'll report back. another bug for the bug mines!

as always thank you for playing, and you are very much insane if you're going for the finish-line again. it's long! 

>harder than before

it might just be a mapgen thing, or an item drop chance. some runs are easier than others if you find a lifesteal ring early on.

>Shift clicking on enemies out of range should still swing your weapon.

i worry about this. im afraid that if an enemy is 4.1 units away and the max range is 4 units, the player will see the swing and assume he is hitting. when nothing happens it's a clear indication of "oh i need to move closer". some enemies outrange the player, so i worry about a player standing their ground and wondering why their attacks dont hit.

>At some points I could see and hit enemies through walls (always next to doors I think?) and sometimes enemies hit me when I couldn't see them.

i noticed this a few times too, i'll check it out.

>Aren't the cauldron spells icons wrong and should be the other way around?

everyone makes note of this. ill just switch it since it's more trouble than it's worth.

>Spear weapon arts seem pretty lackluster, don't see myself using the -HP one until maybe very late game.

the idea was to make it use the one-handed arts (just no shield). kinda didn't end up being fun, so i'm still wondering how to improve it. 

>door icon

oh man now i see it too! the idea was to have a hole in the middle. i'll make the top part wider.

>goblin order

no specific order. the idea is that it always go for the majority, so : two spears + sword = spear. same with the modifiers. it applies mods that you give it, and it doubles down if you have two of the same mods. ie: sword of attack speed + spear of accuracy + normal spear -> fast accurate spear + 2-3 random mods. swap the normal spear for a fast spear -> REALLY fast accurate spear

>goblin disappeared

hah, first time i see that! i'll investigate.

>If STR gives a flat damage bonus, isn't it always better for faster weapons than big slow ones? Not sure if it should change somehow.

maybe it would make sense for 2H weapons to benefit more from STR. in general, though, i have a fine time playing with 2H weapons, so it's hard to gauge

>difficulty

skeletonland is currently marked as my "too hard" moment. 80% of my runs pause there since it feels like running into a wall (that is, if i dont have a shield. if i have one, easypeasy). i think i need to balance out the level by either adding doors (bleh) or another melee unit (dont have one planned, though). perhaps i can add anotehr big room, since i think the issue is that once you clear a room, you agro units from the next room, and so on. you never have breaks.


vids are currently loading but i'll be sure to watch them all. don't feel the need to play the whole thing! the new content is presently

>armory level SouthEast of the PalaCamp (unfinished)

>blood coven level continuing the path forward (sort of ok) 

nothing really exciting, the most work was just making things a bit more polished at the start.

again, thanks for the feedback as always! glad to hear youre feeling better and i will see you in the fest soon

i love the fanart! it's the most lewd one i've ever gotten!

in case you're interested, the password is /vg/! there's like several more hours, but it's more of the same so if you feel like you've seen enough, you can stop here.

for the spell balance, i'll look into it. fireball is meant to be a sniping weapon, good at range but crap when compared to more efficient skills like shock.

>Give an indicator when target dodge, I keep remember to myself than wand projectile disappearing in intended and not a bug.

noted

>We need a way to remove all the useless item we loot, like a sacrifice against potion or something

it's the very next room actually! right after the password check.

>You better bring the monsterboy

:^)

ahoy, thanks for playing!

>itch these classic arpgs scratch that modern ones often just don't. 

you took the words right out of my mouth. it's pure seething that is fueling my dev sessions  since i'm so upset nobody makes games like these anymore.

>targetting

yeah, enemy hitboxes are usually just one stretched cube. i need to improve them a bit since some enemies like the mauler are sometimes hard to click properly.

i assume you died in the halls of pain? that's usually the difficulty spike. i might give it the "new level" treatment of reducing enemy mob amounts near the starting room, then increasing over time. we'll see

thanks for playing and for the feedback! 

ahoy, thanks for playing. sorry about no monsterboys yet, one day..!

>Wand still the safest option

i messed around with balance a bit more. i think all weapons are about the same power level. wands are good to start with,  but you need to invest a lot of points to keep them effective since enemies start getting much faster than your normal rate of fire.

>The aggro distance need to be larger, I can clean entire room and nobody care

interesting. enemies are supposed to alert themselves and everyone around them if they take damage without the player being in their radius, i'll look into it

>-Fallen paladins refuse to drop items, deserved their death

they have a lower drop rate than chests, the greedy bastards


thanks for playing! i assume youre running it on linux? i didn't test it so if that's the case then i'm glad it's running smoothly


i challenge anyone here to dethrone me. otherwise i am THE yark survivor

onto feedback, chronologically:

the white trail effect doesnt really follow the sword swing - it happens about .5 after you swing. makes it slightly hard to gauge which part of the attack does the damage, but it's the lowest tier attack so it doesnt matter all that much

the game is smashing my pc. 50% CPU and 50% mem usage according to task manager. something is up since a game like this shouldnt really tax my pc that much. my fans are spinning about as hard as when i play total warhammer

the music is great and silly. the folk music at the start into I CANT TAKE IT AYNMOREWAAAAAAAA always makes me smike

the sounds are a bit weak. the starter pig sound is basically the same as the yark's hurt sound, and the skeleton death sound is much louder than the rest. i think for a game like this it's important for all the sounds to be distinct and PUNCHY.

the "Regen" skill is very weak. even on level 4 i can't tell how long it takes to heal. i only ever saw the heal in action twice, otherwise donuts carried me

the crystal that brings all the other crystals to you is incredibly satisfying.

since you already have a skills tab, why not show a timer on them? it would help me at least understand how often the regeneration triggers. you already basically have this with the jump skill anyway

no jump skill upgrades?

can't press escape while in menu to return to the game

and lastly, since the bottom left portrait is of a 3d model, why not go all the way and animate it. even something silly like having a camera on the player character's face would be fun - it would have the portrait wobble in real time as the character jumps or attacks. 

great stuff. keep it up.

greetings! 

upon defeating the 2nd fight of the 2nd to last level (with peter and ermine against true harmony) the game softlocks after the first 2 dialogs - you are stuck on the battlefield instead of transitioning to the next screen.

congrats! making something from start to finish is no easy task, no matter the unintentional jank that tagged alongside. i hope you will celebrate this achievement.

there's a bug with the summoned snakes so don't summon them TOO much

she's livin' the dream

i really like the balance system you developed with npcs. i don't know of many (if any?) games that do it that way, and just reading about it makes it seem so natural and obvious. it feels like slowly all the pieces are coming together. keep up the good work

getting all this done in 6-7 months is insane. excellent work!

don't worry, buggy versions are a part of gamedev. at least you won't even ship a version to steam that has a 50% chance of breaking the game when loading into the next level. nobody here would ever do something as foolish as that....

i still have to do a major pass on things - i didn't really touch up on things after the Halls of Pain. best bet is to wait for next DD, it will be more balanced and i'll have cleared up all the nasty bugs by then (there's already a hotfix being built, how embarrassing)

as for the house - the paladin camp will serve that purpose! there might be another hub before that, if time permits.

now we both delivered on another's request :^)

i am envious. did you just boot the .exe? i got a bunch of .dll errors when i tried it.

(1 edit)

luckily for me, i grabbed a random linux user and i'm draggin him and the inner council to stream the game for me and act as my eyes and hands

https://files.catbox.moe/ho786z.mp4

these are the results. note that we couldn't see anything but the CLI window when recording

sadly, make game-win yields the same results. i will be awaiting the next build with unmatched anticipation. sorry i couldn't get it working.

(2 edits)

edit:

i messed around with it some more. turns out i didn't have g++ on this OS. oops

unfortunately, this next step is i think no longer up to me. looks like there's something missing.

------------------

good Evening / Morning.

i'm not a CLI expert but i tried my best. i have choco which lets me (just like) make game, but i get an error on make

maybe it's something obvious, but i tried my best to get it running and couldn't.  i also get the same error message when doing make game-win. 

if you have any ideas, shoot them my way because i do want to see what wonders await me in the Tower.

sorry

can confirm it's not a rollover issue, and while i can't reproduce it consistently there is a quite notable and obvious delay for some commands, and a skip for others.

i have beaten the demo. i remember reading about how you felt like writing was giving you a hard time, and i can tell you that i greatly enjoyed what is there. i'll again refrain from saying anything too specific so anyone here doesn't get spoiled, but i think you tackled Enkidu's part of the plan well - he went and we as the viewers are left in the dark like the characters (instead of now playing as him or something similar).

so here's some bugs for you to get triggered by.

Haydn has a lot to say despite not being in this conversation. where did he learn to speak, anyway?

something to consider (that might be a pain) is a "back" button for next - to go back one slide. i did accidentally double press next and i wondered if i could go back ,but evidently not.

something about the game really doesnt like be using the windows snip tool. might be a new OS thing (11) but i had to mess around with it to be able to actually capture the screen. i don't think this is tied to the game (maybe godot?) but it's worth noting that screenshotting is hard.

Peter's attack sound is really weak compared to his visuals/damage/abilities. he's a big guy with a man-sized halberd/bardiche/naginata thing, and when he swings it it makes a weak swing sound. at least give him finn's blunt swing sound.

xanadu solider animation is a bit weak, noticeable when he's an ally. i think speeding it up x2 might fix it?

last level map (Finn / Gaz's side) is confusing. it feels like i'm zoomed in or that the bottom side of the screen is cut off.

Finn's attack is also slightly too loud when compared to everyone else's. 

silly issue: i noticed Mosca got 1-turn-KO'd when faced with the first desert assassin encounter (For me it was assassin + 2 audience members). i also noticed finn was rather weak - until i realized they're level 1! probably something to do with saves or whatever, but they remained level 1 until i reached a holy ground and leveled them up. you probably wont ever have this edge case in the actual game, but perhaps a mandatory "level up" screen should be imposed on the player if the game detects a character is level 1 at a late stage of the game.

"...amount of champions increased geometrically" says the Taurian Knight to Finn. kind of a weird expression - does he mean exponentially? maybe i'm ESLing it.

at the last fight (for which the intro was very cool, by the way) - i killed 30 foes, which unlocked the dreaded 4th lane bug, where enemies started spawning beneath the bottom-most row. i didn't want to mess with it more so i bit the dust there. maybe you can reuse the timer mechanic, where after a certain time the fight auto-ends saying you held out long enough.

perhaps tied to the 4th lane bug, but ending the demo, your dev-avatar shows up and softlocks the game! he has nothing to say, auto/escape/next don't work either. my only option is to alttab and close it. i'll never know what message you may have had for us, a pity.

as always, you know what you're doing, so simply keep doing it. 

ahoy.  first time playing.  i don't really play lewd games and i always assumed this one was more lewd than anything, but something about the TV head persuaded me to try. 

i think i've reached -an- ending? i assume the door animation that closes the game when you click on it is intentional. i've reloaded a few times and chose different wishes (immortality was my first) that you get when talking to cardboard jojo. i have a lot of thoughts so i'll try and be chronological about it

the writing of jojo tells me you have experience speaking to women with bipolar disorder. the immediate topic-switching (especially randomly switching to sexual topics) is really what cemented this. i had a similar (but more realistic) situation at some point long ago, where i was in an enclosed space with a bipolar woman for an extended period of time and your game really reminded me of that in how accurate the portrayal is.  there were no DD cups involved with my situation, though.

the cafe conversation is interesting, same as the car ride.  the dark, voiced cutscene is the point in time where my interest piqued. it was gripping enough that it made me want to see the ending. 

car ride is fun. nice jiggles. much nicer wordplay/puns. you're really good at those.

now this next scene is top tier. i figured you never showed these bits in the thread to keep the mystery, and i kind of wish you did because i would've played this much sooner if i knew. the puzzle, hallways, and characterization is all great. i ESPECIALLY like Styx. everything about that specific encounter is great. kind of wish i could plug Frankie back in. i also got the puzzle solution on my first try, but saying i was 100% certain of my answer would be lying. i think it was 80% of a guess. still, great stuff.

the 'dinner' scene (i dont know why it's framed that way in my mind, i guess it's better known as "Jojo is wearing a dress" scene) is where i feel like my conversation choices start to have more impact. i'm not sure if selecting different  jazz styles has different outcomes (i'm a cowboy bebop fan, what can i say), and i didn't really want to load and retry all options for every crossroads.  i liked the pacing here more than the diner scene, probably due to the topics being more interesting to me. 

overall i was really surprised with the direction of the game. i expected more boobs and i was very pleased i got more mystery instead.

the art is very nice , the VA was good, the setting interesting and the story compelling. some details i feel like were introduced but never brought up again (what does Sven's tattoo mean..?)

the only things im worried about is how i feel like there are two audiences for this game: those for the boobs and those for the setting - i'm unsure how well they'll fit. i don't really know if this will be a detriment but the game caught me offguard, and i came away from it with a completely different experience than i expected.

i've always liked seeing your progress but now i will be awaiting it with newfound interest. i encourage you to post more "weird" stuff when possible, that is if you don't want to keep that side hidden. 

this is my favorite DD55 submission. excellent work, keep it up.

nice art, mom! 
there's a lot of progress since last DD. i was able to get a highscore over 100 without trouble. 

no mouse sensitivity option? is that by design, to make the mech (believably) hard to rotate? i even turned my mouse DPI to the highest value and it still felt slow.  it might be a fun idea to explore this - it makes sense that you wouldn't want a mech to pilot as if it was a character in an arena shooter.

otherwise there are a few minor annoyances. the screen turns red and stays red for a second or so when taking damage - i thought that was irritating. perhaps just a red tint/filter over the screen, while still maintaining visual clarity? i would also sometimes get stuck on small ledges that i feel like i should be able to automatically walk over.

otherwise, a lot of clear progress since last time. stick with it and keep up the good work.

ahoy.

the model is fun and the SFX make sense, no issues there. the big annoyance for me was the controls - it feels like there is a delay or something when inputting commands. it also sometimes just ignores my input? 

upon further investigating it seems like if you're holding move, then press jump, the jump command is ignored.... sometimes? i think this should be your top priority, since i believe it is a common thing to have in any game featuring combat of this nature. 

something else that i would consider is to speed up the player's attack animations - they feel a bit too slow for my liking. 

keep up the good work.

good morning! i bring ill news - reaching the first sanctuary room on level 19 crashes the game! i have a save file right outside, and entering that room will always crash the game. there are some other minor things but i'll save that for the full proper review

>Runes will never disappear when the portal is up

nice.

i am very excited to try the version out, i can hardly wait.