Ok, I think I understand what this is now better. It's a multiuser VR scene viewer/editor made in Godot that uses matrix (.org?) as the authentication method. Is that correct?
XenoCow
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Awesome demo. I thought I would just peek in and see what it was about, but then I got hooked and just played through to the end. It was fun learning all the modifiers so I could at a glance tell which of my opponent's parts I needed to take out first.
I will say that the "speed" mechanic felt a little opaque. Maybe I just didn't notice the little wings that double speed, but it felt like sometimes the speed would increase quite dramatically between rounds.
One point about the installation, it might be good to tell players that they need to use 7Zip and that they need to then extract the ".zip" folder while the part files are in the same directory.
I was able to get it running this time. I don't seem to be able to get very far since the party-goers tend to get into fights and then wake up, leaving me alone to fight with that door until I get in or the timer runs out.
Speaking of that door, There seems to be an invisible wall beside the window once you get in, and the post-it notes that spawn in there are not able to be interacted with, neither is the large painting in that room.
One last thing, it seems the NPCs have no context beyond what was last said to them and even that can do the old getting the user and LLM confused. I don't know how to fix that, and it might just be a limitation you set to enable it to run on less VRAM.
I still don't quite understand this game, but I like how weird it is and I am curious to see what you do with it.
It seems like this game has some .dll file(s) that needs to go along with the exe for it to play properly. An error comes up when trying to run it that "UnityPlayer.dll" cannot be found.
I was able to get past the initial error by adding the UnityPlayer.dll from another game and then got the following error:
Dang. That's too bad. There is a weird stigma about mech anything that makes getting them off the ground difficult. I think it has something to do with the common feature of mech games and such being too focused on technical aspects of the mechs and in the process of highlighting the mech, alienate players or viewers from the humanity of the pilot and other characters...
Your game concept had the ability to break out of that problem by having an equal focus on the character interaction side of things, but I don't think that most people would give it a chance and instead just see "mech game." :(
I wish you the best of luck in whatever your future endeavors might be.
Just tried this out. I have only gotten through the first few levels, and gotten a bit of the way through the trial. It's a nice little game that I'll keep around when I want to play something in just a couple minutes without any investment. It plays exactly like you would expect this game to play.
I'm glad to see that you finally brought it to a 1.0 release after so many years. Well done. :)
Just tested this out to see what changed. I noticed this small typo, or at least unclear language. Should this not say "her Corvette" since the car is Kang's? I'm assuming that the second "his" is in reference to the player, but it might be easier to understand if it said "your opinion" instead.
I also was able to get past a couple of the minigames this time so as to not say something entirely uncalled for that always bothers her. 😅

Hi, I just took a look around your gallery and enjoyed being reminded of the strange, uncanny, yet enjoyable weirdness of the earlier AI models. I personally prefer the "Art" that is created by these older models since it is much more clearly imagery that fills the latent space between human creations. The current stuff is always far too curated and limited since it biases heavily towards "realistic" and for better or worse is more censored.
It's difficult to dream with AI, or recreate actual dreams, when the AI just wants to make generic pictures of normal looking people and things.
I will say that it might be a good idea to have a little installation guide on here, including a description of how to connect Stable Diffusion to Unity.
That was a lot of fun. I enjoy the elements of both mech combat and having some more relaxed story (dating sim in this case) elements mixed together. By the end, I was a cyborg freak, but that's OK.
I will say that the enemy's AI being simply CHASE! made combat feel like I was always running, despite the story being about putting the enemy on the run. While I felt powerful enough, I didn't get any sense that the enemy was ever bothered.
I opted to use the semi-auto aiming since I figured that fit best with the in-world dynamic of her being the gunner while the player being the main pilot. The fully autonomous seems a little too cheaty and the manual was quite difficult to hit the helicopters and soldiers with.
I look forward to progress from this if you ever get back to it. I always love more mech games coming out, no matter what kind they are. :)







