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teleoflexuous

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A member registered Jan 07, 2024 · View creator page →

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It do be like that, I can imagine why 6 slot save state went untested ^^ Chromium based browser, went accidentally Back and got it after.

Very flow inducing, great sense of risk/reward for jumping too far. Racing game-style catch up/slow down of the edge felt too unnatural (maybe checkpoints to reset state would be the easiest alternative?) but I've invested all my losses into ghosts anyway.

Very pleasant audio visually. Controls don't match description (RMB jumps, W doesn't at least for me) and I've run into hard lock bug: after loading a save  speaker bubble shows up and blocks all sword interactions.

RIP

I think over longer time I'd put more into balancing legs vs arms, toggling hands/feet and/or synergy there.

Sense of confusion in first few runs was intentional though! Character did just break their limbs seconds ago and blacked out, how to get up is supposed to be unclear, but this could be communicated differently for more replayability - now I think you first don't get it and then you just more or less know in further runs. Making it sustainably confusing would be better.

1. I'm on a mouse, scroll down/up moves me all the way down to lowest level or all the way up to the top. DeathAdder with Synapse not affecting scroll behaviour.

2. Heh, I hoped you'd figured out something. I just uploaded an ungodly simple game in 3D myself that doesn't hit even 1% GPU usage when run normally, but also hits 40%+ instantly in web. Hmu if you find a way for browser to not warm up the room, I guess!

Starting with clear issues:
- It seems impossible to move up/down single level, always all the way.
- It feels shockingly GPU heavy. What are you doing under the hood? No, really, I'm curious if you profiled it.

Very pleasant. Feels like an extremely streamlined modern angle on Motherload.

Errors are not translated to English currently, making it somewhat hard to figure out what's being done wrong! : )