pinky promise
This is a fairly well made game, I think the VFX and stylization in the game lift its presentation up while maintaining some performance, the game is fairly easy to pick up and has a rounded player move set which is fairly satisfying (except for the mist which is unwieldy to use and the drift kick which literally doesnt do damage), I think it's a very well made foundation and I like the game stylistically and in concept.
Things are easier noticed if missing than when there as expected.
Louise just has...like... an 8 times out of ten instakill attack that is cast under a second and a half of telegraph and applies in all close quarters scenarios WHICH cannot be blocked AND must be dodged EXCEPT if you're knocked down (AND kinda looks like she's just kissing her to death which is objectively weird) ALSO has a lot of invincibility frames in her attacks AND a good amount health BUT also has quite strong block break abilities AND is quite aggressive SO.
Vixen has, with all respects to the level design, literally no visual space to see her in and no physical space to avoid her attacks, i might sense a problem with a level designed with a lot of repeating patterns in its wall design which do not get hidden to allow for visibility.
She is also incredibly aggressive to a stun-combo degree, Soulslikes can and should punish mistakes, but the stun-locks are only tightly counterable while also pushing the player back, into corners.
I'm not really arguing the game should be made easier, but that the gameplay comes off as an unfun frustrating and somewhat unwieldy luck game, it has balance issues with its bosses, Easy mode does make this much more likeable just by having the gameplay loop much more tight and back-and-forthy.
Not like I'm gonna stop playing it.inb4 a 'git gud'
sicave
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this would be a fantastic educational tool, it has the cutesyness and takeaway to be useful for children and teens. (also it's a basic incremental)
like Trobonkulous, i'd like you to try out some communist exploration (though i wouldn't say that communism is the only system without monetary incentives)
communism is not an ideology on it's own, like anarchism, it has to be complimented by another ideology to spell out a coherent ideology
like most of us, you're probably picturing the SU or CC as 'communism', however their ideologies are auth-left, which explains the centralization.
the counter to this critique is liber-left with less centralized figures and governments (not to say none) and more focus on collective consciousness (which could be good and bad).
pretty great improvement since release, which always was promising.
you are given too many resources in your armament, which leads to the restriction of Stealth (not sure if it's a genre or a choice, if it's the latter then ignore this) being undermined.
sidenote, this also makes binos very useless
spreading out the map, lowering the helicopters (to grapple on) and lowering the terrain (while letting the board maintain more velocity) would allow for more space to enjoy the board and worm mechanics.
the most close outpost has the cube to take, which trained me both times to look out for other objectives in the outposts, (would be cool) could just ctrl c v the cubes tho
on a more meta level i'd suggest playing into more of this cool 1manarmy vibe, as well as the speed and momentum mechanics
also, probably remake the page, lay out a roadmap, andor use update posts
again, sickassshit so far, gw gw ♥♥♥
did yall forget the link?
https://store.steampowered.com/app/3581890/CatLands/
Amazingly visually and auditorily creative, especially for a jam game.
The level design, even with the clunky camera changes mixed in with the hardy controls, is maneuverable and unique while maintaining an avant-garde nature.
It displays a good grasp on balance between gameplay and presentation, difficulty and approachability, passivity and activity.
The sticking point has been the controls for everybody, including me, there's a game dev couple cheats and ideas that could be used to alleviate this kinda issue (directional arrows, maintaining axis through different camera views, etc.), but every approach has its own drawbacks.
Act 2 is a colossal improvement, I felt the nuances of the writing start to reveal themselves and fill a lot of the questions that I had, forming a much better mold of the characters that give the cast a much-desired amount of independence from the first impressions and tropes that were established.
Albeit further proving (at least to me) the title is misleading, I felt much more attachment and relatability within not only Tab but the rest of the casts' viewpoints on the events of the game.
I feel somewhat vilified in seeing TMGIAB not only reach a Steam release but better establish its main plot threads and while I see the adherence to identifiable tropes as a bit of a constraint, it's great to see the game hasn't let it be a constraint when engaging me in the story.
While the twists are a bit...unexpected (I don't know whether I mean that as a positive), I still felt enthralled in the plot the game was following, and I'm excited to see where Act 3 heads next.
Obviously I'd be amiss to not mention Robin's jawbreaking vocal set piece and overall fantastic performance (get this mf a grammy), as well as the rest of the casts' improvements as they start to settle with the roles more (tay fern's still goated), along with the bettered sound design and art all around (respect to that 3d CG artist).
in other words
game got good
Sorry! to be earnest I did forget.
First off, the game got cleaned! Everything is much more polished and smoother, good progress!
The animation and music is incredibly decent as well, though I do think the art direction is a bit too muted.
I'd also note that some tweening on the movement is not meant for pixel art, and as such looks somewhat weird.
However, some of the enemy moves are not well telegraphed, to be clear, telegraphing should tell you what the enemy's going to do, whether or not they'll move, the size of the attack, and when it'll happen; which some animations fail to do.
Most subjectively, my eyes just sorta glazed over the lore and characters.
I don't come close to know enough about writing to tell why, but I've noticed overcomplicated terms and names along unnatural and uninteresting dialogue with unintriguing characters tend to correlate with this issue.
Overall, the gameplay could use some better flow in combos, but the quality of the general game has been well improved since the last time I've played it, good work!
especially for a 1st serious game: troops, troop ai, troop commanding, a couple weapons, etc.
it's...mechanically shoddy and somewhat unfun, there's no real pace and everything is very easy since you have 3 lives, can regenerate your current one as long as you spend your time for it, and have virtually infinite ammo and squadmates.
But I really do want to emphasize this is impressive effort, and I'd wager I'd have a lot of fun watching the AI interact against each other (for example, the helicopter scene was very cool).
Good work!
especially for a 1st serious game: troops, troop ai, troop commanding, a couple weapons, etc.
it's...mechanically shoddy and somewhat unfun, there's no real pace and everything is very easy since you have 3 lives, can regenerate your current one as long as you spend your time for it, and have virtually infinite ammo and squadmates.
But I really do want to emphasize this is impressive effort, and I'd wager I'd have a lot of fun watching the AI interact against each other (for example, the helicopter scene was very cool).
Good work!
Here's your loss comic:
If the people infront hog a position, you can't safely overtake them without very carefully grinding against them (which may turn into a sideways collision), fail at overtaking (which makes your car bounce back, your driver bounce forwards, but their driver and car are fine as they bounce parallel), or have them and a different car pile up, which may include you, whoops.
It is very difficult to safely overtake since the other drivers don't suffer from a dangerous defense, and they really hate you.
An incredibly creative concept united with the poised movement make this an extremely fun game.
This game serves as more proof that any concept, no matter how seemingly benign such as 'fast-paced ball sorting' can be realized to the level Boom Buster has.
It's an amazing show of talent and inventiveness from TALLGLASS, and people should recognize them and their kickstarter goal.
Incredible soundtrack, amazing sound design, and butter smooth controls result in a fantastic experience.
There really is too much to compliment here, it's some of the most fun I've had on itch, sweetened by the terrific design and visual style.
But DIA is not sinless, the bosses (especially the Nightdrifter) suffer from telegraphing and consistency issues, I felt like there was a drastic difficulty jump from the enemy swarms to the bosses.
This is weighted though! I keep coming back to the bosses because the game is just so addictive, there's always the sense of possible progress.
Overall, an excellent game! I'd recommend it if you have better senses than I!
The mouse guidance is pretty jumpy, it's very hard to hit anything with guns, difficult to see the bogeys around you in orbit view (low camera sens and fast plane movement (this is why some people like Ace Combat's camera lock on).
There's also the consistent issue with the number of inputs, but mostly a minor issue.
There's also a quirk about how sometimes the plane wobbles when trying to level with the horizon, though that maybe my own inputs.
Overall, it's some decent work but there's some issues with control to make it fun (imo).