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FountainOfNil

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A member registered Apr 01, 2024 · View creator page →

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It's solid! It's feels good! I like it! The character is a cute grumpy pants. plz camera sens slider.  Bullet Hair Recieve's lying on the floor state is equally adorable. Reminds me of little inferno, idk why but it's a good feeling. I wish I could dismount wall grabs without jumping completely backwards or having to  wait (I wish I had my inputs read instead of flinging me off the wall at full force for wall to wall jump setups). fuck those little platforms. the timings are so fucked that you gotta see if you should jump BEFORE your platform leaves or just as your platform arrives so you gotta wait a cycle to see shit and the platforms are so fucking small it's a really good way to piss someone off when they have to redo a minute of climbing to retry the weirdly timed small platforms (which, given the only identifiable human characteristic within this being a grumpy cute thing is probably the intent (for the love of God, if that's so, please put a checkpoint crutch system plz I suck at third person mover games and I'll get filtered so hard since I have no patience))

Below is personal taste stuff which is totally dumb but how I feel given it's early state and my personal tastes. 

Jumping out of dives and diving sets speed to that of walking which is probably here for prescision platforming but some parts of the large map makes me wish I kept/gained speed while doing them.
Some parts of the map are large and don't have geometry or objects to play with which makes me wish I had a way to generate speed and inertia or redirect it out of sections that have them to quickly go speedy through emptier parts of the map. This is all just suggestion since it's probably cuz the map's dev test ye

Looks pretty good!

Vib-ribbon is cute!
Writing is nice.
I located the first updated puzzle! I've only played chess and a game where toads EAT multi-colored cirnos :D
I attempted to do things such as equating the letters to their numerical order and doing equations for some sort of pattern and attempting to find a pattern in how the first row (which had all the letters on the keypad) and sorta figure a pattern the next buttons are punched in but it was also probably not how to get the right answer. 
Now I'm here!  I'm gonna give the columnar transposition cipher a try... but... I couldn't figure it out cuz my brain is probably toasted :<
I didn't get it! I wish the very nice Mrs.Vib-Ribbon or the notes would very nicely give me vague hints as to the manner to which I needed to look at the puzzle to get my mind in the right general ball park since I was probably being overly complicated and silly because I'm not built for puzzle games and I sorta SUCK at them since I went in weird directions, busted out a pencil, graphing paper, and calculator in search for a solution like a nerd really trying to get it but i was filtered
I'll be back in two months to be filtered all the same cuz i suck, it's probably my fault, shid, sorry...

The shotgun feels alright up close. The alt-fire is absurdly powerful and a real workhorse I adored fiddling and playing with. Like Blood's dynamite except it has an instant blast range and it goes through walls. The chainsaw felt weak and the flamer would probably be great for stationary or bulkier enemies. Creating walls of fire enemies have to go through is a cool idea and I would wish the visuals of the flames to jut out sooner and do a lil' bit more damage. Alt-fire slowing down time is pretty neat.
I've really adored COD's zombies so I feel pretty good with looping and training in enclosed spaces, however, some people may hypothetically find the close quarters with some beefy zombies a bit challenging.
The ground pound's great. Entering the first room, nuking the first wave with the alt-fire, and slamming the second wave feels pretty good. You can just fuck their shit up and send them flying, feels pretty neat!
I think you have the enemy spawns on a timer, and if so, I beg of you to leave a bit more breathing room for them before they spawn in since sometimes you clear out a wave, and another spawns right atop of you, mainly happens in the first room.
Has that Unity thing where your collision box refuses to let you enact your downwards velocity since your movement against a slope cancels it, leading to you generating lots of downwards velocity since you aren't on a floor, but still not going down because you're on a slope. This leads to you feeling "sticky" on slopes that can snag you up during sliding and moving. I mainly got this "sticky stuff on the lips" atop of the spiral stairs.
Alt-fire slowing your sensitivity feels funky but I sorta think it's cool for the shotgun since its alt-fire is so powerful and you're charging it up at lower sensitivity so you gotta commit, feels pretty good on repeat levels when you know where spawns are but I wonder how it'll feel dynamically either way, it's a neat feel given how powerful the alt-fire is.
It's pretty cool! Keep it up!
I skipped the last enemy.

I skipped the last enemy. Also, that lil' smiley face is inexplicable.

Harmut that teleporting dude's real funny.
My mouse is scuffed and far too slow, even with windows settings for mouse speed maxed, I beg of you, please make the mouse speed max go higher (or not it's whatevs I coped fine enough)
If any mimic shows up in the shroom village, everyone's fucking dying in 2 seconds which is pretty funny.

touching the crushing ceiling by boosting myself into it with recoil killed me instantly, aw :(
It's very very fun! I particularly like grabbing power-ups and not reading the descriptions because the purple space is very scary and I can run through everything and everyone like a little bitch and not get hurt while still nabbing power-ups. The mannequins and the "I KNOW YOU" things are great and scared the shit out of me real good!

Initially the tentacles that spawn beneath me was a pain in my ass but I learned it's literally not even a problem if I moved and didn't retrace my steps too frequently, but I couldn't really see what was telegraphed right under me because the sampling of fire starter was sick and I just didn't stay in one spot so I learned how to not suck and it pretty good!

The game's brought to it's knees for a 1-3 seconds if you have the enemies create gas cloud on death and the damage enemies at the start of the level combo. It's pretty alright and more silly! Minus the occasional stutter it performed great and it felt pretty good too! the AR just chews through things and the pistol sux as starting pistols should. I was too scared to get melee working. 

The music's great! Put it up on youtube for shits and giggles :D

Some part of me wishes I can up the ante real fast and bump up the Chaos level for funsies in exchange for a pitance.

GMI energy!

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no, infact, you can even check out the source code on the github.

with all due respect, bit frequent these are?

You have my sympathy.
Thank you for taking the time out of your day to do what you do.
Have a good one!

Hate speech struck me as an action that would include the already listed words, leading me to assume that hate speech would encapsulate something else that wasn't previously listed as not to be redundant. Thank you for the clarification! <3

Additionally, it may feel imprudent to me that an ask for clarification would prompt an accusatory question.
The answer is clearly no! I like my decency and common sense. Thank you so much for the clarification all the same! <3
Have a good day! Best of luck on game dev!

What is itch.io's definition of hate speech?
Thank you! Have a great day!  <3

Oh shid you're right! thx for the 20/20 heads up!

I've taken a moment to slow down and actually read the story because the gameplay's that good. I really like it.
You may find this interesting.

Very based idea for keys displaying on the hud. I like it.


Some part of me feels that the center of gravity for the car should be higher up for this to tip over... or maybe not, I'm not sure.
Plz, add a slight snap to grid for the interior car placement one day :< it gives me anxiety that I won't get things properly aligned
apart from that, I got comfy and it was comfy and ran well on my potato of a machine! sweet! Good job and keep care! 

I died laughing when I saw her holding her breath through the window
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"addictiveToothpaste" sounds like a horror story where a germophobe grows fond of toothpaste and teeth brushing until reaching a point of physical and mental dysfunction.

brushy

By the way, you installed Alpha 1. You were looking for Alpha 2! All good! Keep care!
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It's extremely technically solid for what it is, apart from the tearing I couldn't get fixed.
It's rather slow and quiet. The weapons are slow to switch from and can't be canceled swiftly, but the raw damage is great and just fucking demolishes things without questions. The pistol is reliable but not perfect and I like it! The ammo doesn't have ammo-saving tactical reloads which is cool.
This feels exactly like that Alien game on the PS2. It's nice and quiet and comfy and I really wish little small head crabs or face huggers would sneak around to really let that tension pay off, monster closets. spawn triggers... stuff like that. It's large (due to the speed) and the enemies are relatively sparse because of how bland and sterile the world feels. I feel like a monster stalking the halls and executing things, given that the initial spawn room has a lil' alien looking down at you before leaving :0
It's really solid and it works! I'm not sure why the renderer is over budget or why Unreal tried to compile your game into asking for internet access, but either way, it's certainly neat!
Also, if you ever want to, consider having checkpoints and forbidding the player from saving while they're dead and gone.
It's a solid and clean alpha, minus the obvious animation desyncs for the AR not wanting to interrupt itself to show a frame where the muzzle's hot for every bullet spent.
I would love to see if this turns into a faster boomer shoot, a quiet and slower tactical shooter, or a horror thing that swells tension before dumping it on your lap. The saving/loading's made so it's certainly coming along! I don't doubt you have plans and stories you would love to tell through this, so good work, and good luck coming to render in whatever you had planned decisively!
I feel like this is on the very cusp of becoming something neat. It's just missing that speed or more enemies that can overwhelm you or scare you by surprise, I wanna see what you'll do for Alpha 5! Keep care till then!
PS. plz add ambient ship noise or weird beeps, boops, or alien worble shorpls or creaking hulls whenever you can <3, also lights that cull when not in render whenever you can only if u wanna oki byeee <3

I adore that the knife just lets you tear into things, heal, and get up close and personal. It's perfect and I can lean into playing bold and aggressive, I like it! It clicked for me. It's cool!
Everything put down is perfect. It's fun and it's slick and it's good!
I just have one silly request that's a matter of personal taste and a weird thing I found.
Please, only if you want to, make it so you can "whip" yourself with the grappling hook since the pull is fine but the air acceleration during it isn't enough to overcome the pull to whip yourself at a new angle. I can't whip myself at a wall at a nice angle or whip strafe an enemy, instead, I have to go directly at it or at a shallow angle off of it. Here's the idea. Anyways, the hook is a solid "get the fuck out of here" and "go directly at this enemy at a slight angle off of him" and it's good! I think maybe the air acceleration during it is too weak and the hook feels stiff, but it's perfect if that's the point! It's just personal tastes at that point so whatever! The hook's solid either way!
Also! I found a weird glitch. If you spam the knife at an enemy that died, you can auto-lock on and automatically get sucked into stabbing his already dead corpse (probably a fluke idk). Also, if one enemy dies, and a spawning enemy (in the horde mode map) spawns in somewhere within your direct line of sight, you automatically get pulled to knife that enemy no matter how far it is. From memory, it was probably of the same type. Additionally, it was like, 50 meters away and it's health bar showed up despite the fact it was behind a wall and it was really strange... probably a fluke but I was auto-knife sucked into stabbing it! Who knows! Anyways, keep care and nice game!

oh also!
If you plan on skimming through a wide number of games, hungry, tired, fatigued from streaming, and skimming things over extremely quickly, you will totally miss obviously blatant things that may come to frustrate people and devs. Ex being what those nano-machines did.
I'm thankful for your pointers and I will personally happily take wonderful advice with some skimmed stuff (which is totally fine the UI is cluttered and the game's in dev textures) but you will run the risk of stepping on someone's toes eventually. Feel free to delete this comment whenevs since it's just for u! I had trouble figuring out how to reach you since I like ur project and I hope you don't bother anyone else accidentally! no drama, only positive :D thx thx  <3 <3 <3 <3

<3

I wish she would wear more clothes!
The gameplay? Solid!
There is a state machine break when you jump on the car and enter the scooter at around the same time.
The movement is solid and it's very plain, but very simple, so, it's cute and the gameplay is solid so cool.
It's good! I hope you do more with it! Cheers!

<3
Good game, summon bees and go off screen!

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Steel heels, old-save game fixes, and blood mesh reparing

Here's an image I cut due to page sizing.

I like wall surfing a lil, but all must die in the name of progress :.) uhm, Maybe extreme turns can let you bank off walls or slopped walls or the curves already there like uhm...bobsled people
anyways do whatevs, Cheers!

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Praise be Construct3.

I've played some HLM clones where they have a "QOL" fire rate thing. It's a really niche thing and is highly autistic and can totally be ignored since it's weirdly specific. Essentially, the idea is that you can only fire if a timer or delay until you're allowed to fire is over. Essentially, the timer creates fire rates by delaying when you're allowed to fire again. Sometimes it feels like the game eats your left mouse click to fire if you're a couple of milliseconds off when you'd assume the gun's ready to fire again. This happens when there are a couple of milliseconds left to the fire delay timer thing before you're allowed to fire again. Some HLM clones have it so that if you try and click but the timer for the weapon is really close to being done, it will run the firing function when the timer is done so that your click isn't "consumed" due to being a couple of milliseconds off. The suggestion is highly autistic and weirdly specific and I've only noticed it in one game where the window for activating it was really big but it's a feeling of sorts I suppose. How most people pull it off is just flipping a bool on if you try and fire but the timer isn't done but is like 15 ms from being done and then when the timer ends, flipping the bool to false and firing.

The level's timer doesn't slow down during hack mode. I think it's cool since for the level I tried grinding a time for, hotline wire, it's probably faster to go to the center room and open both doors simultaneously with one clever hack for 9.20 seconds!

The AIs feel good.  The AIs space themselves out nicely when they move to fire at you and it feels good.

One concern I do have is that they seem to wander. I hope the few that stand in front of lasers blocking your path can't just randomly walk away from the lasers while you're reading the intro text or moving about. This happened one time and I had to lure the enemy back with gunfire because he moved behind a wall. I'm not sure if he was moving randomly or was scripted to slowly move behind a wall to be lured out as I did. Apart from that, I wouldn't mind shooting at the same enemies some more.

Everything following is 100% subjective and should be taken with a bag of salt. I'm a fan of the fact that you can just shoot them and that hacking them together is slightly more efficient. Their nice and simple behaviors are comfy in a way I feel keeps things predictable and I think variety instead of depth is nicer for a top-down fast shooter-em-up. The only thing I could think of wanting was just some melee dude that rushes you, a 4-3hp beefy stationary turret that explodes upon being hacked, or some asshole with a 2-hit shield and 1-hit fleshy body that stuns everyone around him if he gets hacked. That's how I feel anyway and it's entering subjective idea guy territory so feel free to dismiss it as you please.

Hold Z to melee! That's it! I discovered the melee in the pool tutorial level and assumed it to be a pogo-swipe or something along those lines. I used Z spam to climb some things and wished holding jump was automatic sometimes. Z spam is a bit annoying ish so holding it down would be a nice QOL thing, but pressing X to jump at the right time to keep momentum is cool and I wonder if it would be a QOL that's nice more so than it is a deduction on the vibes the game wants to go for. I wonder if it's even a good idea at all now! :0 idk do whatever I'm just a text box on the internet 
Also, there was this one Jelly fish in a tutorial level that was too low-down to shoot by looking upwards while crouching and too high to be hit by the standing fire so I had to do that.
Woa! That's neat! That'd make sense!
The face is adorable.

Also, the game gives me Kirby vibes where the enemies are chill and would both shoot you to send you flying and buy you a chicken deluxe from in-and-out to talk about the weather and shoot the shit. Game's pog, makes me feel motivated to be more loosey goosey and carefree with my make game making.

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The handler is adorable. She's very qtpi. The protagonist is also cool-looking. I wanna... hold hands... fingertips intertwined
Some part of me wishes the hackable things were in hot pink/magenta to pop out from the yellow, however, it's totally cool if you leave it as is, it's just a minor thing that may totally be personal preference.
The hitbox for the back of the laser emitter is larger and more forgivingly extended into the wall than the front of it is outwards (probably not to overlap and conflict with enemies near lasers). It's better to click on the derrier glued to the wall but I can see some peeps clicking on the tip and messing up. It seems like the system used to render the walls wouldn't allow you to indicate the laser has a chunky end inside of it so if you wanna/if it's feasible, extend the laser's hitbox out past the tip a lil if you wanna, if not, that's cool. For the second level of act 1, I discovered that for the first door, if you're above it and click on the button above it at a unique angle, you can forcefully bind the interior button to the door in one click. If you wanted to use the interior door button to kill an enemy in a stylish yet overcomplicated way, you'd sorta go "FEK" when that happens! This can also happen between enemies that are overlapping and whatnot. Have a priority system from a collected array of things overlapping/clicked on what's overlapping or pick it out from a hat if this isn't intentional. It's also very difficult to mark the TV (I'm probably not very good). Far away doors slanted at an angle also seem to be clickable center mass but when at an angle, you really need to aim for the door's feetsies. If you train your mouse over the physical door and press right mouse then left mouse, you'll not mark the door and feel sorta silly. 

Anyways, clicking on objects really precisely is cool. Some people are liable to choke the click or have a weird mouse spasm so forgiving breathing room is something for some objects ig, or whatevs, do whatevs idk. Apart from the TV and the door center mass thing, it's perfect.

This is the angle/positioning I used. Both within LOS.

Interestingly enough, I'm having a random occurring problem where my game's screen goes black. It doesn't seem to have a trigger of sorts and I can still enter the hacking mode/restart the level but the music repeats and everything is just black!

The pistol feels great and tying two people to die together is great, especially when they have more health and you cut down on that efficiently. Some HLM clone peeps have a nice QOL thing where if you click but the weapon is around 0.15 ms away from being fired, it would note that you attempted to fire and upon the completion of the "fire delay" timer, fire so it didn't feel like your input was eaten. This is a weirdly specific QOL.

The AI feel good and I'm not sure having them do anything but rush you or flank around is needed. Some part of me wishes for a hyper-aggressive melee dude to vibe-check your ankles. I like them. They serve a purpose well and I'm not sure if they need anything or are perfect as they are! Who knows! :0

You can also abuse the bullet time from the hacking mode to just dodge bullets and kill. It feels great. Things not being one hit kill either is great since chokes are inevitable and the levels feel like they're going to be slightly more lengthy than a traditional (and inevitably to be compared to) HLM level due to the WIP bar level. I beg of you, if you do go the bigger longer route, continue giving checkpoints or breaking the level up into stages <3 (Dead Eye Deep Fake Simulacrum started small then got really big and later levels were punishing so it sorta happens with top-down shooter likes)  Also, barrels not killing you but bringing the camera in is wonderful.

For "BikeTime" map, I can press my nose up against the door and fire through it to kill the enemy, in fact, you can do this with two doors! so... i assume it's a thang!

I had a spastic panic attack at the tutorial where I read "R click" as "PRESS THE R KEY DO IT DO IT DO IT" because I'm used to reading "right" instead of "R" and restarted the level five times and did so repeatedly because the music looped which was funny to me when I discovered R is restart. I'm cool with it but I can see one person booping it on accident for funsies.

There is this one dude sitting in a pool of yellow in a bathroom. Hah, what a nerd. 

This is great. It looks good and it feels great on the hands.

The door in "blocked signal" is approached from the north. I didn't notice it was locked from the inside because the door obscures the keyhole lock and had a key-hole from the inside (why do you lock things from the inside when you  of in the outside people of out inside lock the door) so I was confused for a solid moment and restarted the level because I didn't see the guy near the car. It was sorta funny to come to the realization of all of this and look around to find the dude with the key wedged in by his buddies.

It feels strange that the completion time isn't dilated in accordance with time. This is totally cool though, just means that people who want to grind completion time will need to figure out better ways to get things done with less hacks which is cool. Tried to go for a 10 seconds flat on "hotline rewire" but only got to 10.15. My game was running really good for about an hour without black screen soft locks but then it came in and just started dying about roughly every 5 minutes. It never crashed, just had a black screen. I hope game-maker isn't being weird and it's just a bug or weird once in a blue moon thing that makes the screen go black and only allows restarting and right-clicking audibly working

I like the game! It's a beautiful game and I didn't have any trouble with the 2D scenery that obstructs movement being difficult to see or understand that it's something that can obstruct movement so cool!

I wish to hold the shift key when no movement directions are pressed so that when I do press something, I break out into a full sprint. Plz <3 

You start in the thrine room, idk why, so, you gotta go to level select in the pause menu.

I feel compelled to compare this to fancy pants.

All I wish for is an option to hold down a key to automatically jump when I touch down on the ground. I also wish that I could hold down Z for it to automatically swing my weapon upside down but it's just QOL that's totally optional and should totally be.


Some thangs:
I can't resurface from the skippable water in the thrine room.
The upside-down weapon ground pogo-swing has a single red dot to the very to left of the animation frame, so does the bunner's sword.
The jellyfish is a fiddly sun-of-a-bitch and I figured that I had to mid-air dive to hit him if he can't be shot when standing. plz, extend head hitbox by a few pixels I'm not very good at spamming my X key and I seem to be just a few milliseconds off getting the kill :(
hahahahaha holy fuck that dynamite enemy caught me off guard hahaha amazing

Presented below is the output of the cmb prompt that scared the shit out of me.
/////////////////////0046:fixme:imm:ImeSetCompositionString Reading string unimplemented/////////////////////0046:fixme:imm:NotifyIME NI_CLOSECANDIDATE/////////////////////fixme:d3d9nine:DRIPresentGroup_GetMultiheadCount (0x1918e0), stub!/////////////////////fixme:d3d9nine:DRIPresentGroup_GetMultiheadCount (0x1918e0), stub!/////////////////////0046:err:module:find_forwarded_export module not found for forward 'boardgame.drv.DriverProc' used by L"C:\\windows\\system32\\boardgame.drv"/////////////////////0046:err:winediag:MIDIMAP_drvOpen No software synthesizer midi port found, Midi sound output probably won't work. -=- error messages below -=- (clicking inside this window will make the game crash sometimes lol)/////////////////////done loading trinerespawning trine area

The how to kill is very cute and depraved. Gives me a "Do you like hurting other people" vibe from the rooster-masked cock

I like this. When I got the movement, I felt cool. I hope you don't play the game with the "demo day" music in the background because it would drive a lesser person insane.

I used a cheat engine. I have no idea how to solve the vault apart from shooting at it like a Neanderthal. 

I like this game. I like the momentum movement and I find the MC cute. Her eyes bug me out though. I feel like her eyes should be swapped since closer is bigger and she's looking off to the side but whatevs. Blue hair slapping the but of her Kar to get it to fire is also funny.

cheers, keep care

Elevated Justice is a kick-ass name. It's a good name.
If you hold shift, you're forced to run forward. If you want to hold shift and walk backwards, you can't and that feels weird since I'm used to holding shift even if I'm not holding forward or at all. Just a personal thing that gave me a panic attack initially and should maybe be fiddled with.
I'm cool with not being able to fire properly if I jump, some part of me wishes the aim going up wasn't so violent and SOMEWHAT manageable for the first couple of bullets but whatevs.
Here are some subjective things. Some part of me wishes I could shatter the glass to boop into enemies to send them flying or jump out of the building and into an adjacent room. Some part of me wishes I could cancel out of a slide early for when I slide behind a wall and want to stand up so I can re-orient myself and aggress the enemy I just dodged behind a wall for, but committing to a slide and having to do it carefully is nice so it's personal taste really. slides I can't EASILY cancel out of readily is nice since I gotta be smart and commit so cool. also please, give me a little itty bit of air accelerate (or don't, it's not that big of a thing just personal preference)

I'm under the impression that the aiming FOV isn't tied to the weapon you have and it just deducts your current Camera's FOV. I adore high FOV and it's hard to aim at far away targets with high FOV so some part of me wishes for a separate "aiming FOV" slider in the menu.

Big ups to the cheeky little swordsman around the corner. THE SWORD MAN IS A DWEEEB who got his katana from WISH and should get in some jogging, I feel non-threatened by them. On the other hand, the shotgun enemy has NO chill and blew me away when I clipped a table at a weird angle. Just fucked my shit up holy fuck, no chill, cool but my man lathered me up and made me bald. Some part of me feels like the swords should be a one-hit kill or be able to spear someone on a charge but that's just me and it may not even work well in practice, I'm not sure. the sword feels depressing to use.

there is also this one guard at the end of a hallway, after shooting him I got killed by his friend to the right, lel, whoops. Some part of me wishes for tables and desks (the wooden boxes) to be placed at a diagonal to the enemies so I can move towards them without eating lead. most of my kills and fun have been from rushing at a diagonal to an enemy, strafing away from their bullets while also moving toward them. Consider using load-bearing pillars as nice excuses to break up rooms if you intend to make things more tighter and less open. I feel awkward in big wide open spaces since all I can think of doing is strafing around the enemy in a circle.

I found that binding my slide and crouch key to the same key works well, that may just be me, apart from bumping my head against desks in an attempt to hide. For some reason, my controls didn't save all four times! I have config.tres up and in my files and it could either be that I crashed or the keybinds aren't savable yet. DashNothing has a good tutorial for menu rebinding that leads into how to save them if that's the case... if not, then it's probably because I crashed on exiting each time.

Some part of me wishes that after I'm done sliding on a table, my aim is goes up somewhat slower so I can violently tug my mouse down to compensate for me ending the table slide and falling to the ground and getting off the last few bullets into something before it goes far too up

Some part of me feels like reloading being canceled by getting up from a slide is bad. If I'm out of ammo and whatever I tried to kill survived my embarrassing attempt at murder, it feels bad :<

The bullets in the clip having alternating colors is very cool.

When my weapon hits a wall, it makes me wish I was ambidextrous so out of comfort I've taken the first level's right path since the corners work with my right-handed demeanour

The weapons feel cool, I'm cool with them. They're accurate enough to where spraying and praying isn't an option :0
For some reason, whenever I use the sword, someone starts telling me that I'm an ACE and that this is an active hostage situation.

I'm getting deja vu from this game. feels like I played it in my dreams.
The silly thing crashed twice, once when I was kiting a train of enemies and once on trying to load a game. this may just be me though. It may be a once in a blue moon code thing or something weird. fiddle with occluders and whatnot if you have yet to

I wish I could be more aggressive but I seem to eat lead and there aren't any healing items out of the way. I itch when the rng Gods determine that I am worthy of not eating lead and I wonder if the enemy's random spread is more random over the up/down axis than left to right or if some other voodoo magic is employed. Maximum Action et Die Hard is the mix I'm getting. Until now, I assume the meta is to hug corners and use the bullet time to poke enemies carefully since I seem to get swiss cheesed if I play bright and bold in large rooms.

I have this feeling. The game sets me up as this ACE of sorts, a cool dude, but, without any breathing room from healing items or a healing gimmick of sorts that rewards you for doing bold bullet time stuff, and the enemy rng bullet spread being funky and clipping my fat ass now and then, I seem to be eased into playing as an equal to the terrorists which is cool. I feel like a John Mclain minding my time and being a sneaky corner hugger which is also equally valid for feels.

I personally like when the AI tracks you, and moves to your last known position when you actually just jumped behind something. They can't use your momentum from the point you were last seen to deduce that you probably aren't in that last position so you can flank them. That's cool.

I like the game plenty! Feels like it has a nice level of heart put into it and it's a nice thing. Cheers.

Crab mech is sweet and I'm begging to have the FOV uncapped so I can do 360 wall/ceilling climbs
After having poured hundreds of hours into titanfall and gearup (before it imploded), I can confidently state that this is cool
Also, I assume the rocket has some spread which feels a bit bad since it's a BIG BANG and i feel bad if it missed on base inaccuracy 

The only friction I have is that on a 1920 x 1080, the health is sorta hard to see and quickly glance to so I can't quickly gauge how offensive or evasive I should be given how much health I have quickly.
Apart from that, the environments are really beautiful. Apart from the really obviousambient light bleed along the walls of the apartment complex, all is swell!
Ammo and secrets are placed nicely and I feel pretty good staying mobile to collect ammo and kill things

oh absolutely my bad
in hindsight, I should have zipped it up into a single folder

a 7z would have been smart you're right!

also, woa I didn't notice about the mouse!

in hindsight, I think the levels are too preposterously hard for newcomers to surfing
thank you for elucidating me!