That did the trick, thanks!
Wierdox
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After cooling down a bit I wanted to say that even though I complained a good amount, I can see what you're going for with a pure discovery game. And due to that, suddenly jumping into that kind of game can be off putting if not in the right head space. Taking a couple attempts to really get it. Though, perhaps you could onboard with a simpler scenario to ease in gameplay elements.
> explanation of stats
Okay that makes sense I guess. Typically ranges are shown as '3-6', and mult would be '.25x-1.3x', though I can understand why not as it makes the stat display wider. However, if you can't make it more obvious that is the range, then I don't know if that's a worthy trade off(for one who learns purely from playing). Another way to make it more obvious is actually displaying what is rolled somewhere, like the end turn event screen or above the event card area.
Also regarding drama cards only affecting the card to the left, you could add a graphic that binds those two cards together so it's more clear, or use arrows. Here's my artistic rendition of that, ie bookish style on left, arrow on right.

Sorry about that, should have showed some screenshots.
These errors show up on the main menu on launch. Also when opening the save game menu it spams the console with '[doxpath]save-3' through 6 being unable to find(I have saves 1 and 2 used). Probably just an info thing you shouldn't log to user's console, though I did fill those up just to try.

This is the battle I crash at, it occurs after the pixelated dissolve to black happens(I presume the animation into battle).

Looking at the save file folder, I got some combat logs which I don't think matter but here it is, among these files the only difference is sometimes different initialWait values:
Battle started Targetable monsters: 1 Adding monster: dirtydawg Entity BENZOMON: initialWait: 22 Entity Dirtydawg: initialWait: 24
Hope that helps.
It's odd how you get a clear card when exiting a room, considering you require backtracking to finish the level. The gameplay was awkward on keyboard, I imagine better on controller. Overall, I had an OK time, but I mainly was fighting the controls/camera. It got easier once I realized she autoaims as soon as they get in sight, so you can just spray ASAP and win usually.
The drawn art is nice, reminds me of classic kid anime like astroboy. The gameplay is okay in idea, you shrink/grow to go places and you swap characters for special abilities. Problem is is that I didn't find anything to collect or fight, so I just feel like I'm meandering. Maybe I just missed something obvious though, since the guy said there was something in the house.
-The mix of low definition and high definition assets(including fonts) seems sloppy.
-The combat is alright, considering it's halfway unimplemented. It also reinforces the story aspect I presume, since you can only control yourself so you have to be reliant on and trust your friends.
-Mouse support could be nice, for example the combat requiring 7 keyboard inputs is a bit much.
-I'd argue to not display the "We found..." box on combat end when you didn't get anything. It's irrelevant and gave me a false impression that I was about to see something of value.
-UI is partially broken in 16:10, mainly seeing beyond the veil in a few spots, most obviously when in 3D explore mode.
-I wander for awhile and can't find anything of interest beyond more rooms and some new enemies.
-Text is blurry pixelated in a bad way, like it was a high definition font that got poorly downscaled. Get a better font or something.
-I pick up the lantern and I can't seem to use it? I check the readme and now know what to do.
-The dither interacting with some sprites causing false detection of movement in the corners of vision is a fun effect.
-I find the water boy then eventually see the event with the monster, it felt a bit understated considering my guy was directly in front of the monster as it was eating the kids heart out. Maybe a translation thing. Also I have the keys now but didn't know I even need them.
-Oh it's for the shed. I get lost for a while but eventually find the trail again. I see some wolves or something in the outer darkness but I just book it to the shed and so I'm now done.
Still quite sparse with the content, but keep up the good work.
-Why does it take two inputs to proceed each text box message?
-Her head bending 90* up and down when aiming looks pretty bad.
-R to skip text also being R to reset level is bad, I accidentally reset when trying to skip the first level's dialogue. This is especially annoying since the cutscene pan to start the dialogue is still in the game state so pressing R resets the level.
-Headshots don't feel consistent. It's also asymmetrical since when they come south towards you you can't get a headshot I think.
Doesn't seem that interesting so I stopped after a couple tries at the boss.
-I never played Cultist Simulator or its ilk, so it's mostly incomprehensible at first look. Also the game UI looks partially broken in 16:10 so I use 16:9 now.
-Being monochrome is visually 'cool' but sucks for grabbing attention and pattern matching. It's hard to remember what stats are which, the cards blend into the same-detailed background castle art, etc.
-If I am holding a character card, it'd be nice if hovering over a unexpanded event card would expand for me.
-Took me to after ending my turn to realized I could only pan with holding middle click, I assumed it would be a scroll since it's a tower. If it must be a hold to pan, I'd rather be a more comfortable button like LMB or RMB.
-Card events are unexpanded on turn end, it would be nice if there was a way to tell what card events have character cards sloted in them from a glance. Don't want to forget a card y'know.
-I do... things then the noble shows up, and at this point I get the idea that we are probably bad in a bad world or something with all the descriptions.
-I get bodied a couple times by the guy, it's at this point I am more confused by stats, why are there two numbers above and below each stat? Also the buff/debuff cards also have two mults, which I assume is debuff against enemy, and buff to me? But which is which? And do these only last for one encounter, or stack over turns?
-All my guys are dead now, and I only just realize that I can place location cards into some of the event card slots to do more actions.
-I do things then manage to find out what the bottom left cards do, teleport you to new areas. So now I have this camp and a new deck to go with it, but I can't seem to do anything here?
-I start a new game and do more advanced things like the mines and investigating town areas etc.
-When I do the LURE THEM quest to purchase followers, for some reason the event card is staying up despite not having a location card or otherwise on it.

-I feel exhausted trying to understand wtf is happening. I don't want to tread lightly else my character card is eaten from a random event or trying something new. I also still have no idea what on earth the stats are doing, and in my humble opinion just being told how that works would at least give me something to call a rock that I can stand on.
-Controller working in game but not in main menu... web build.
-The unusual choice of diagonal only shooting is kind of annoying, since I don't easily map the 4 cardinals to what diagonal it chooses based on that. Of course, over time you get used to it more or less.
-If you throw a frag then die, it explodes during the respawn animation and I believe not hurt enemies, which seems unfair.
-The mix of arenas and 'puzzle' sections is nice.
-I got to a screen with a text box but since I was spamming X to attack it closed instantly and I couldn't read it, I presume the end of the gameplay.
-Not sure if the 'right way' to play but I mainly stood in chokepoints and killed everything that came my way. Exceptions include the snakes and sliding fly traps, and the switch traps.
-The first upgrade pot is poorly placed. It's a semi-complicated terrain of being on a slope, but also it's in front of a pit. So due to this, the only way to hit it without crouching is by standing directly in front of it while standing on the slope. If you wanted to teach crouching here, I feel like there could be a better way. And on top of that this is the only place in the intro where the crouch shoot is useful, until you meet the harpy hallway, so it's easy to forget.
-Took a bit to realize she is float-moving rather than having a broken walk animation. Maybe have her hover up and down a bit as well, or have more than a static pose.
-I play some rounds, but I don't have the drive to get past the harpy hallway. Part of the frustration is how it feels inconsistent how the zombies aggro you from the side + their ability to turn smoothly towards you. Though, I know that it's a common thing in old games where the challenge is that enemies aren't limited like you are in some aspects.
Have some sort of dev flag when you output the game so you don't show the stupid 'quit to desktop' on a web app, which only crashes the game.
The chain looks very floaty, unless you add a shader to make it look magical or something it just looks not well done. Also, maybe make the top of the chain post thinner. When I first saw it, I thought it looked thick enough that maybe I could climb and stand on top of it.
Why are dodges limited by stamina but not chain swinging?
Skulls are a fun twist, where you have to keep track of the shots before throwing at the end so it doesn't blow up your hands. I noticed that if I had a skull in my hands the next wave wouldn't appear(since the skull is still alive), which I just bring up in case you wanted to allow holding onto those between waves. Also, I notice that if I swing into a skull while holding one it will just replace the one in my hand, intentional? But if so, the skull I was holding should blow up or be thrown away or something.
In the heat of the action I found it hard to tell when enemies were stunned enough to rip the weapons off of them. Oh wait I just didn't understand it I think, I thought I had to punch an enemy several times, but I just need to punch once to then grab? Okay so going back to the tutorial, the reason I was so confused was that you use the basic skele model, but give him the gray resistance bar, so when I went into the new game I thought they all had resistance bars, yet not noticing the lack of one since I was in kickass mode.
Giving the "RMB to do big attack" while holding a skull is a dumb troll, only do it when you have a sword or something. I'd maybe remove the RMB while holding skull, but I guess it's skill to not accidentally nuke yourself?
I see what game you're basing it on, hopefully you add more upon it later on.
-Why is her skin like that? Or are those leggings flesh colored for some reason? Because it looks like she has blotchy skin.
-Intro feels a bit odd, why do I go several rooms between getting my first spell and being able to actually use it?
-If you go into the library/castle then all your spells disappear, as well as your beans.
-I didn't even realize there was a quest to get into the graveyard at first since I just run jumped while hugging the fence and managed to jump over it at several points.
-I spamed E a couple times talking to glassesless girl and now my character is frozen. (fixed after enemy found and killed me)
-The spell cast animation adds airtime, so it can be used to jump further. ie I managed to go back to the flipendo area by going to the highest tiled yellow pillar, then jumping and casting to make it to the yellow pillar from which you can jump back up.

-I press E randomly and now I am getting the graveyard gurl dialogue despite being 300 miles away. Probably a continuation of the same bug.
-Loading from checkpoint(pause menu) seems broken and I get an earful of ambient sound like birds and water on a blank screen.
-I can't seem to do the quest since she says the same thing after getting the glasses from inside hogwarts.
-Why can I open the locked chest twice for beans?
That's about it I guess. Keep up the good work.
Took me a minute to realize I couldn't move on the world map, and I had to click in the top left to actually see the movement grid. Either start me in the zoomed in area then later show the world map, or tutorialize me to click the toggle before telling me about move controls.
There's an enemy I am trying to attack, but can't seem to do so? But, in the top left it tells me that actually the objective is complete and I can leave the level??? Never seen a game show me an enemy and to not kill it.
A capture/coup de gra on dead enemies is neat, though I'm having trouble understanding when I can move after a capture or not. I guess it has to do with DEX, since you have up to 3 but can only move twice per turn so sometimes you can do move knife move.
Oh ok we have magic, but no targets I guess. Why are all these emerald flames here?
Shop / Weapon Requisition: Bit weird, I didn't notice the tickets so I thought I had the choice of any weapon, and being able to swap it out freely. And I think it would make more sense if it lets you trade the weapon back in. Also, when clicking on character portraits on this menu it will prefer pressing the electromap toggle button beneath.
I stumble around going to the marked locations... I enter an enemy encounter finally and I am instantly killed by a spell that hits me from across the map.
Think I'll just leave it there for now, there seems to be a curve but I don't know how to 'farm' since I saw no other enemy encounters, and there is also a time limit with the gate of doom. So interesting game, it's doing something a bit different, both with presentation and the combat system.
Sensitivity was set to 1, so it almost seemed like my mouse input wasn't being captured... I think this would be a bug to be set so low? Also why is aim sensitivity also a thing, and it doesn't seem to do anything?
Why do I leave a brown fart cloud when dashing. I know it's supposed to be dust, but it's reallly unconvincing.
Some of the text is a too long to read it all before disappearing, especially when they show up in the middle of a fire fight.
On the pistol ironsight mode, the gloves either clip into the z plane or there's a weird shadow that doesn't look intended, at the bottom of the hands.

You can dash then slide to get a speed slide, but I don't understand why I can't dash while already crouching to such a move.
Dying in the combat test sends you back to the beginning of the tutorial...
You need an audio cue when out of ammo, I click and it makes no sound so for a second I just assume it's still playing the aim down sights animation so it isn't registering.
From where these dead bodies are, they were shooting through the wall and hitting me on the opposite room across the hallway that is in view. Or, at least I couldn't see how they could see me.

Funny shadows of the guns/hands, the red dot shadow isn't even remotely close. Probably should just disable shadows on them.

Got to 2nd level, it feels cheap that I can't shoot through this gate.

It both looks bad and is annoying to be hung up by a singular floating chunk of wall. I'd try removing any chunks that aren't attached to the ground(more correct way) or the easy way of deleting any chunks that has no other chunk neighbor, to make it a little bit better.
So not that much new content, but the game's still great fun. I think you also beefed up the graphics, so that's nice.
If I'm going to mine all day, I'd kind of prefer to hold down LMB to mine instead of doing powershots all day, assuming that's any better than spamming. Speaking of powershot, if you release then hold down LMB too fast(ie during the swing animation) it won't register, so you then have to release and hold it again. Bad game feel, I expect it to start charging as soon as the animation finishes.
In the shop room with the green scarab, you can jump from the rafters to skip the elevator, though that's silly since the switch is right there.
I eventually got all the pickaxe upgrades and got the crown. I also saw the WIP area. I then decide to kill myself and it seems like there is no saves so that's too bad.
So fairly fun in a clear cutting sort of way, but not too much going on. On the flip side, due to that there was no difficulty in learning mechanics without a tutorial, like throwing things to flip switches, lighting dynamite on fires, merchants, etc. Biggest complaint so far is why it isn't fullscreen.
The bullet hole decal and spark most times do not match up with the other vfx(smoke and fireball) for bullet impact. As you can see it happens both up close and at a distance.


Went to level select and did the ones that didn't have a best time, I assume from previous saves. So everything after and including Atlantis. When beating these bosses, after pressing continue and getting the cutscene it would keep the pause menu up but have me in gameplay at the same time, so since the mouse is still locked to the center of screen I am forced to exit to menu.
Why are potions aoe? You can even heal an enemy if it's right next to you. Though, I guess you can also heal allies.
Intro has weirdness, like you can reopen the pause menu after the enemies start spawning in. Also if you die you respawn with previous items you had. And for some reason I can't use my Blade sub menu even though I have enough MP(this persisted and only went away after resetting). And at one point I won the fight but when pressing several buttons to spam the dialogue it allowed me to open a menu then exit to main menu without knowing what was going on. tldr; you don't stop the player from opening menus during cutscenes or dialogue, which seems wrong.
Having to redo the boring intro fight several times is making me sleepy.
Game crashed when exiting the cellar/ant cave(after 100% loading), and loading my save it keeps crashing. Guess I'll note that I leveled up after the fights, and equipped the found sword.
Still quite rough but I see you're working on stuff.
Playing in browser.
There's a prompt for D to reload, but the reloading is happening automatically? [later] This machine gun does need to be reloaded though.
The axe kick feels very unresponsive. I do the attack on top of the target and it just does nothing even though the animation is playing.
Accidentally press R and it reset me... make it a confirmation maybe.
It's odd how you kick me to level select on death instead of reset like pressing R, and exiting to level select being in a menu.
Took me until level 3 to learn that I need to beat a time to unlock the next level.
I am not going to play level 4 since you die easily and I can't handle the friction of having to reenter the level over and over, and if I spam press it instead opens the tutorial.
Fairly fun speed platformer I guess.

Like last time, it's a pretty good game. I got to find and beat the secret level on Thug difficulty.
It's a little odd that jump kicking into a mid air enemy(who can be kicked) isn't kicked but instead goes further in the air. Also, in the tutorial I found it odd that some decorations glowed like the weapon pickups. For example a green glowing pack of cigarettes.
Got to round 36(no failing to meet goals) then decided to leave it there. I didn't blow the points out of the water, but at times I was doubling/tripling the required score. By the last round it was pretty close.
I'm somewhat surprised you're doing a Inscryption by having a dark moody room where you play the game. Mainly since the game doesn't really have a horror feel at all, though it does have a hell set dressing I guess. Besides looks, it's also very casual since it's mostly spray and pray that you get enough points.
When the boss round says you can't use the first item slot, it means you can't click drag the item inside it. The only way to swap it out is if you drag another item onto it. I assume that's a bug, because for instance if you only had 1 item you couldn't move it into the 2nd or 3rd slot if you wanted. Speaking of moving, I somewhat expected that I could move the special pegs around on the board. If you don't want that, then I would have expected to choose which peg gets the upgrade.
Due to random chance I only got a couple Item Shops in the early game, so at the end I only had 3 items. Not sure if I could have upgraded to 4 or 5 slots or not, which would make the winning margin even easier.
It took me several boss rounds to realize that the difficulty increase was for the rest of the run, due to the name it sounded like a 'this set of rounds is the boss' or something. Maybe small, but consider choosing a name more obviously for a creeping difficulty, like 'enter the next layer of hell' or some such.
Playing the 'easy' version.
Why does the tutorial have a bunch of lava pits? I don't want to be threatened with death, it makes me not want to experiment with the controls.
It took me a minute to realize that >+RT does the same dash move as v+diagdown+>. Due to the green highlight going through the prompt linearly, it looked like one combo rather than two versions... make it more clear, like at least add a divider or have the text OR between them. Also why can't I use the stick to move?
>continues in the tutorial that make you redo from the beginning
Why do special modes(gun and sword) drain energy while doing nothing? LAME. It also means if you're low on health, you can't do your more OP moves, which seems like a "the poor get poorer" situation but for bad gamers.
>continue
For the first forced high jump, I think you should make the target platform a little taller. It looks like it could *almost* be reached with a normal jump, which is bad design.
Pressing up to talk with dude had a funny look to it:

I find it interesting that the hobos don't give energy until they die. I guess getting some from each hit was only a dummy thing.
Main reason I keep dying is due to killing an enemy, and it uses up the last(or near to) my energy then I die before the killed enemy's energy reaches me. So, I guess I need to be more patient which feels counter intuitive.
I got a couple areas in but I die too easily and I don't really like fighting games so... Overall, this is probably not for me since it's a fighting game AND attacks are linked to HP. And I don't know why it has continues, I think I'd enjoy it more as a linear challenge of how to get through each area without dying, without having to worry about being sent back to the beginning every 3 deaths. Enemy designs seem fine, easy to kill but if two or more are around you may also be comboed into submission.
If I enable 240hz mode it will cause the game to crash in the intro just from walking around.
Thanks for playing, and the video is great to have. As far as I can tell it's the only recording from this DD, so it's a service to see how someone is actually interacting.
I think most of your issues with the combat is from it being very WIP currently, I also don't like it for much the same reasons(instant attack + darksouls tracking, loading into enemy room, small rooms, etc). Though the parkour is to stay, I will consider removing or changing various parts of the dungeon/combat if it turns out I can't execute my current ideas well enough; or else if simplification leads to better game design. As with the shop, happy you like it! After working so long on the game it's nice to know at least some people click with it. Still quite a mountain before even the shop mode is feature complete though. Also shout outs to rutbon he's the visual artist for the game.
Hope it's more to your and my liking next time.
Thanks for the feedback!
With the table areas I'll try making it more obvious by adding an outlined '?' if there's no item there yet. Freezes are due to bad proc gen, and not doing pre compilation of shaders; should be much better next time. Then with buying from customers, it's usually worth it but I can see adding a way to decline a customer outright, along with other ideas I have. Though, I should say that hitting them with your shoe until they get the clue is quite entertaining.
Thanks for playing! Good to know it's in the right direction, more or less. What were the gripes with mouse? Main thing planned for that is allowing clicking on tabs to cycle without Q/E/1/4.
Didn't think about it, but I suppose I am being a bit heavy with all the dungeon features, the weird gunplay by itself has a lot going on. I'll at least consider taking some out if it yields a better result. Yeah the dungeon is still lacking in decision making, even if I add more things to do/aim for, I'm not sure it would help since I am very hesitant to allow avoiding/running from encounters outright(the main time soaker). And if you apply too much pressure with time to drive split decisions, more people can't beat the game. Maybe ditch the time, but it's an FTL dark cloud that chases after you per room, lol(but maybe a great idea actually). Lastly, I hope the acrobatics will feel nicer once I get to making the dungeon rooms larger, like 2-4x larger than current.
I see you got Irish Famined, sad. What you say is probably true, there's a 'bug' in the economy I've been meaning to address, which allows the same material to go from low -> stable, then stable -> low in the same newspaper. Doesn't help that there's low item variety for now. Sorry it ruined your money game.
Been awhile since I played, cool to see how everything's improved. Minigames are generally more understandable, and the added cutscenes are nice.
In the platformer game, if you walk into a wall/platform from the side while holding jump you jump extra high (probably trigger jump code multiple times).
Was difficult to find the right timing in the DDR game, but after that I had an easier time than last I played.
Imp Launch is too fast, I don't have the reaction time to steer into or away from the objects in the air. Like, the objects come into and out of the screen within a few frames.
Only minigame I couldn't make progress on was the 3rd princess word game. Grammar is too vague, because I can make a sentence that seems logical but it doesn't work and I can't know which direction to go. Also, in its first clue it ends with "poing to pet", is that an error or intended?
Keep up the good work.
Thanks, it's fun to read the thought process on these things. A few notes I'll add:
Here's my ID, so you can see the unfortunate Primavolt contrivance yourself: 755616. Summary: Chroma is 754; I catch a mon which I identify as 756, but it was actually 776.
One thing that came to mind, is to include the HP on the encounter tool. So it adds another stat to make each random encounter more different, thus (more likely) preventing accidental matching. Unless HP is corelated to the STR DEF DEX already, ie 1 3 3 always == 6 HP or something.
With the audio calibration, I guess that's a fair point. Also I forgot how most calibration works, it's mainly for the visual to audio latency, but if you just use the audio of the timer to time your press it doesn't matter as much. Assuming the audio itself isn't desynced from the keyboard input too much.
-I'm trying to play, but the mouse is driving me nuts. It seems to gain increased latency like an awful software cursor(more than half a second behind my mouse) over the course of couple minutes(but it feels bad after only 30 seconds), then semi-randomly resets to near native. I just notice now that it also resets when I drag the window bar around. So with that I can actually play now, but preferably you would add an option to use hardware cursor in the options. I am using modern AMD cpu gpu on Win10.
-Not sure if it's a font issue, but sometimes during the countdown, the timer number display shifts left and right for a frame on almost every second or minute boundary.
-Took about 2-4 tries to get the first chroma, my years of rhythm game experience probably helping. Which makes me wonder, if you should add an audio calibration so the countdown sfx can be better synced with player input, since we're talking about frameish perfect tricks here.
-Cute, I like having to stamp the achievements manually. Maybe being a bit silly, but it's weird to have an ink stamp for each one, would make more sense if it were printed stickers or something. Albeit I don't know stamps maybe it's dirt cheap either way.
-Countdown volume isn't changing with the options. In fact it plays even if you mute everything.
-Trying to get chroma Schroomth, much harder than the other one with like 20+ attempts. Oh wait nvm I just forgot about the -40 thing, woops! Got it first try after that (⌐■_■). I also then got the chameleon guy first try. Though it was a bit tense since the wait time was over a minute. Hopefully you ensure the RNG doesn't make it so you have to wait more than 3 minutes or something.
-If you press a button with the mouse and hold it down, the sfx for the press will repeat ad nauseum exponentially until it's playing every frame. Oh nvm I guess it's intended to button repeat fast to speed things up. But, then why doesn't it repeat(nor play the press sfx) when holding with the keyboard keys? ie spacebar.
-Primeape is giving me troubles for real, and the wait time makes it hard to stay motivated. I did the math on the encounter I got and was only 2 frames late. Sucks to suck I guess. I almost want a method to skip ahead time so it's less of a slog, but I guess it's the point? It depends how often you need to do this waiting, and if it's worth dissuading some people from doing the more advanced tricks you want them to find.
-I give up and start battling the beach bros, and also get the gacha stamp. I beat all but the last beach guy, so guess I'm back to trying to get the primeape... eventually I get tired and read some of the comments and see that apparently there's a delay to the primeape battle start? I just so happened to see a monster 2 frames later with the same stats as the one I caught, and I only see it again at +22 frames(754chroma -> 776), so I guess that's the real offset I'm working at? What a great contrivance to convince me the cutscene wasn't adding to the rand function; I thought it was instant like the other static encounter.
-I proceed to get the chroma first try (⌐■_■)(⌐■_■). But really it stinks that that happened. idk how you can prevent that sort of random troll, unless clarifying that cutscenes always add to the rand function or something. Assuming I didn't gloss over something like that. I then got the rod and got the last chroma. Note that the achievement pops up before the wait for the success of copying finished. May be 'bug' or not.
-You can still use out of combat moves like pheromone when the mon is dead.
-I was getting extra mons for the sake of unlocking equipment and realized I maybe messed up by not copying more than one of the chroma primeape? Maybe I can copy the boss's one? Though it makes me wonder why I can't copy my own mons.
-Even though the option exists, I can't actually equip items from the Team menu, only the Items and Computer menu.
-Every now and then, pressing menu doesn't open the menu when it should. It seems to happen after events that start without your input, like the text of pheromone when used not in grass, or after a respawn after being beat. However, this is only the case if you proceed the last dialogue with Action not Menu. Then once you regain control you press menu and it does nothing the first time. See this:

-I try a couple more times fighting the last beach bro but I'm getting a bit tired, I don't really like pokeman to begin with. Suppose I could do some duplication to stack equipment. Think I'll leave it there though. Didn't look for any secrets, maybe I'll try another day assuming saves are a thing.
So overall a cool puzzle / glitch showcase type game. Though, the time to satisfaction ratio felt lacking. Doesn't help you can easily waste a bunch of time without knowing you're barking up the wrong tree. Since this is like a puzzle game having all the puzzles available at once, it can be both overwhelming and directionless. So if you make details revealed over time it may help the surprise and pacing. Though in that regard, it's unlike puzzle games because instead of having to figure out the rules you skip to hints that just tell you what to do. So idk it may be impossible to make it really great while not driving players crazy.
Keep up the good work.
Sorry to hear that but would you say is the boat you miss or just the freedom and calmer pace of the disconnected island encounters?
Sure thing, ought to have included my reasoning. Just to be straight up, I was in a bad mood at the time so for example I rage quit from the worm dog shotgun encounter, then came back later.
One thing I didn't mention about the dart throwers: when I didn't know about the jumping trick and was annoyed by the predicting, it was because they could do it from so far away, their bodies small targets while they easily hit me when strafing from far away. Felt ridiculous, and so I had to do an awkward zigzag just to close the distance(perhaps I should have taken pot shots instead, but I usually had too little ammo after doing so). Due to all this added difficulty to base enemies, I gave up on meleeing anything besides the crabs. Just a thought, but I'd rather make this sniping belong to a higher tier enemy, so it's less common.
I liked the boat since it added a lot of exploration(and choice of assault location) to the level, which just isn't possible in a standard fps map. It is also 'home base', so it feels more like you're conquering the map as you push up your base, rather than just razing it and moving on. Though the controls were slightly awkward, sailing around felt cool and having the oh shit moment of an ambush to fight or run from was nice. One of my favorite parts of the previous demo was the last level: destroying patrol boats then docking under the big tower, and when low on supplies gliding back down to the boat to grab the ammo box.
Though, I can understand having issues with the boat, since it can allow bad form by the player. Like rat holing by looking for secrets in the wrong area, getting the boat stuck, or using it to cheese something. If you really don't want to pursue the boat stuff then so be it, but I thought it was the aspect that set this game apart from other FPS and was a main selling point.
Due to only being 1 level long, I felt wanting for more guns to shoot with. Now that I think about it, in the boss room I think there was a weapon on the center pedestal, but I couldn't figure out a way to get enough air to grab it. Speaking of, I didn't like this boss much at all. Very chaotic, felt more like a 2nd or 3rd boss. The lock on attack means you can't stay in eyesight for very long, so you hide. But you have to keep moving or else the lightning gets you, or the summons do. Also your cover is destroyed. He randomly teleports so you have to run jump across the map for a few more shots at him. In the end I mostly just spammed everything at him and spam healed in the open since it was killing me inside. I did realize at some point that the pedestal with the gun on it was invincible to the explosion spell, which is something.
After all that complaining, I should mention that the new enemy models are nice, looking more mutated. And, the strange fishing/bestiary minigame is something I haven't seen before, neat. Also the angular-piranha-fish jumping at you onto land is a fun enemy, and visual. Probably forgetting a few things, hope I'm not being too negative but it was my experienceTM. Keep on trucking, regardless of my opinion I'm sure the game will keep getting better as you flesh it out.
Just to be clear, I meant letterboxing as in the extra pixels on the top and bottom that try to keep it in 16:9 ratio. Another thing I found out: when in 16:10 the hotspot for mouse-to-button on the main menu is offset, which is probably all related. Didn't notice before since I moved it to my standard monitor and played with it for minute.


