
It's weak, but I don't really understand how there even is a strain.
Neat, lower the price of HP, and get rid of the distance based inaccuracy, just rotate the bullet hitscan randomly (or maybe thats just the bullet aiming straight front if theres no object?), add a diagonal speed clamp and make the slide speed gradual, make combos harder to maintain over time because of the gabriel spawners.
I love the art style and the presentation, the idea could use some depth early on and the interplay between death and our character could be improved, the gameplay is a bit stocky and the enemies act like nextbots (the bosses especially), and can very much stunlock you, the lack of a significant punishment for being hit other than losing seconds off of an already very high time pool diffuses the tension, and the parry never seemed to work for me, mostly due to a very quick beginning with little onboarding.
I wanna hammer the art style point more, I want more environments out of this game, I am bedazzled by the art, and the music.
Hi dude, to say I've been playing this on and off is an understatement.
I was wondering about something though, I noticed that you are rewarded for jumping as you're killing an enemy, and you get a massive boost from it.
I'm wondering how you coded this, is there a timer started when the player collides with the bird and the boost is given based on how close it is to 0?
While the stats currently don't have any weight in-game, Assigning traits and sins to facial features like noses and hair made me kind of uncomfortable in the process.
I understand Sinner salvation is very ambitious in its colony management (which kind of necessarily requires stats), but I think putting the emphasis more on what the character actually does rather than what they look like might make this feel less...eugenic-y.
Which sucks because I liked making the characters, they looked very cute! I think I'd have loved more variety in shape types but otherwise the features were good without being overwhelming, what also sucked was that making a third character seemed to overwrite the second (good thing SS (don't acronym) generates new sinners).
The town building was neat, the colony activities are promising (one sinner did get stuck on the fence of the house though), there's no apparent reason to reject sinners.
I like it, this is good!
Alright, I feel confident in giving first impressions:
Performance is better, hindered by ungodly particles, zoom, and expensive sprite work.
Racing is awful, resetting gives no I-frames, the obstacles are nigh unavoidable, the AI can just disable or kill you, the steering is not responsive enough and needs a lot of undone onboarding, and you can just skip parts of the track if you go through the borders fast enough): most of these are mostly due to zoom (both because zooming in has better performance and because the camera panning is slow)
Using stasis generators is pretty annoying with too little range (just...just hotkey), also pickup range is a bit too low, carrier transport is useless, and mining is monotonous (I presume it gets less ass with progression, but no, you don't make me work for the fun).
TLDR, the mining is a job, the starter ship is too brittle, races (controls in general) aren't tight enough, and all of it is a bit more irritating by all 500 particles making a GPU cry.
Somebody has actually managed to not only salvage the terminal game format into something that doesn't feel like typing a word document, but has actually used it to make one of the most engaging indie (space) game plotlines I've read yet? without loading it with bells and whistles that water down the text-based core of the approach?
The sheer amount of world building, extra content that you would probably only get by dicking around or getting things wrong, that doesn't feel bland or undercooked filler to waste time?
The ability to engage you in character dynamics that are still minor and acritical to the gameplay?
NUKES IN THE OUTSYSTEM being a potentially cool band name?
Alien socialists being objectively correct, even while holding a planet-gamma-nuke, because our president decides to crash a civilian airliner for the lolz?
It's not flawless, sometimes the UI is over points you need to click on.
I appreciate the hint system as much as it is concrete on a pothole; it closes the gap on logical jumps that don't seem that obvious even after knowing their solutions:
mod note: CW SPOILERS BELOW
finding the corpo relay, ESIGS from titan, codenames for the archive, alien nameplates being 5 letters while most plate clues are 3, trajectory first feeling like trial and error, ciphers being first mentioned when they're first needed, and the ||| code still being a mystery to me.
The weird usage of heck even though we're multiple hundreds of thousands of people deep into the worst battle humanity(ies) ever seen.
Intelligence being a kind of lame name for this cool ass game, no offense.
mod note: END CW
But it is very much a well-written, skillfully compact, intuitive to play, deeply interesting and surprisingly deep game that has been graciously gifted from this developer, presumably as a container for the resonant message that they hope to press deep into your conscious.
Yes We People, APAP.
The intro sequence is confusing, the UI is a bit overwhelming (and units usually overlay their health over building health), and without a tutorial, you end up with a player confused on why clicking on gray buildings reverts the last move, killing an enemy with two units at the same time hardlocks the game and the AI has a decent chance of just never doing anything, the results screen is almost esoteric without any explanation.
"I thought I was Terra, why can i report to jovian? what does change weapon mean? what does energy do?", you can't really have a TTS with more than 10 stats that are just never explained.
Pretty good, the car tends to get stuck a lot, the gear shift feels like moving through viscous liquid, there is no engine damage that discourages shifting too high or too low, and the car tends to drift (which would be fine if the PC controls had more finetuning, though that's entering procedural steer territory), the road ends abruptly.
Also, is that turkish? it's a bit too quiet.
The game is definitely intended to run with a better FPS than what it manages (probably shadows, somehow), the difficulties are shoehorned when the game is very clearly designed for challenging or crazy, the track design is fine but unengaging, excepting the narrow section with the building which is just kind of bummy, the AI are suicidal but are fun to compete against barring the whole Win Game By Pressing E button thing.
Interesting tycoon, but it had that usual slump that is hard to avoid with incrementals, I was unsure about how to unassign bots and I kept having to uproot my plants because water extraction was too slow (even with most of the bot armada on it), nor how to get research .
Also, satellites are ineffectual.